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Homecoming
The werewolves watched from the brush,
covered in the foliage. They stood still and silent.
The people laughed, hitched their packs onto their
backs and talked about what they hoped to accomplish that weekend.
From a place that neither werewolf nor human could see, the spirits scrambled for their
homes. The tree-spirits fastened their roots tightly
to the soil, while the spirits of rabbit, squirrel, fox
and bird fled to their dens. They knew what was
coming. They had seen the spirits of greed flocking along with the humans, and had watched as
murder-spirits, tiny red-brown creatures with hummingbird-like wings and sharp bat-teeth, clung to
the brush near the werewolves.
One of the humans glanced to her left and
cocked her head. She walked off the path toward
the thick tangle of bushes where the werewolves
lurked. Looking down at the plants, she ran her
fingers across the leaves. Her fingers came back
wet, sticky and red.
A rather plump black man, lying on his back
with his hands over his face, snorted. Leave me
out of this. You know I think everythings fine here
the way it is.
Tucker waved a hand at him. Youre wrong,
but thats nothing new. And it doesnt matter what
you think. Crim agrees with me, and were doing
this. Tonight. He kicked a bit of sand at K.C. Unless youd like to argue with her about it.
K.C. gave a noncommittal grunt. He had
argued with their alpha before, and come out
the worse for it. He moved his hands and looked
around the forest. This place was fine, he didnt
know what the others were grousing about. Something about the Shadow, probably, but hed be just
as happy never going there again. What difference
if a few spirits wanted to eat each other?
The three of them waited there. Crimson
would be joining them soon. The forest noises
echoed around them, interrupted every so often by
the whoops and laughter of the humans.
Dont know how were going to do this with
all those idiots out there, muttered Shelly. She
ran her hand through her hair, feeling for the gash
on her scalp. It was already gone. She sighed with
disappointment.
Gotta be tonight, huh? muttered K.C.
Tucker just shook his head.
pretending it made them brave. You know what I
saw then? Tucker shook his head, mouth open.
His alpha never talked about her dreams. I saw
one of us rise up from the middle of the crowd, and
she said Ill show you fear, and she reached out and
started tearing them to pieces.
Crimson stepped back and addressed all three
of them. Well take them into the Shadow, and
well kill them there. Well put out the fire with
their blood and grind their bones down to sand.
And then you she pointed at Tucker will
say your words and finish the rite. She nodded,
slowly at first, then vigorously. Meet at the north
end of the campsite in two hours. Well start then.
Then the forest will be what we want.
What you want, whispered Tucker, but if
Crimson heard, she didnt turn around.
scream, the beginning of something, the jumpingoff point of something hungry. The longest orgasm
shed ever heard. A tearful entreaty to something
shed never known.
She took a step, and stopped. She felt the coals
begin to burn her feet, slowly, the pain rising up
through the soles of her feet.
Greene reached out to grab her. Dont be
afraid, he said. Keep walking.
Judy turned to him and picked him up by the
jaw. She smelled burning hair, heard her clothes
tearing. Ill show you fear, she said, but the words
came out slurred into a snarl.
turned to the alpha, looked her up and down, and
recognized her spiritual sister under the gibbous
moon.
Tucker touched his alphas shoulder. This is
enough, he said. Please. We couldnt catch them
if we tried, anyway, but this is enough. I can finish
the rite.
Crimson hadnt taken her eyes off Judy. Lets
do it. She smiled, the disappointment of losing the
hunt melting away. She felt the Cahalunim around
her, around Judy, heard their distant screams and
felt herself shudder as they sang. Shell dream,
Credit s
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TERRITORIES
Table
of
Content s
Prologue : H omecoming 2
Introduct ion 10
C hapter One : Drawing Borders (Player D esign) 14
C hapter Two : M apping the L and (S torytelling) 52
C hapter Three : Lines in the Sand (Sample Territories) 72
Introduction
Introduction
The Territorial
C hronicle
10
World Building
11
area grows thicker, but quite another to say that bar
fights in that area decline because the anger-spirits
can no longer influence people as easily.
H ome Is Where
the
H orror Is
C hoosing
Territory
A few basic principles of territory choice, however, are worthy of consideration at the very beginning. What, for instance, does the packs choice of
territory say about that pack? A pack that goes out of
its way to claim an urban territory might be composed of Uratha who grew up in large cities, but then
they might also be Iron Masters who feel a spiritual
compulsion to hunt in the concrete jungle. A pack
Realit y
Familiarit y
Choosing a Territory
Introduction
E xot ic Locales
12
C hapter
by
C hapter
13
places may serve either as refuges for the characters
or as enticing goals for them to achieve. Some of
these territories are written as specific places, but
can easily be shifted to any locale that the chronicle
requires. Other territories are more general, with no
real geographical location intended but still full of
easy-to-use hooks, characters and places worth fighting over.
Inspirat ions
The Shield: If there is a better example for a morally-conflicted pack of Uratha and their interactions
Choosing a Territory
14
Chapter
15
Drawing Borders
I took a step back and tried not to piss my pants. The big guy he had no shirt on and
scars up and down his torso had leaned his head straight back and was screaming wordlessly at the stars. His friends seemed just as angry they were yelling and screaming at me,
too. I couldnt understand every word they were saying. But they were furious.
I was sure I would die. I dont remember going down to my knees, and I dont remember my
exact words, but they went something like, Oh God I swear Im just lost I dont have any idea
where I am please dont hurt me Ive been wandering around for three days I sprained my ankle I
cant keep any food down I ate a bug please I didnt mean to come to your campsite I just want
to go home please dont hurt me.
I went on like this for a while. Long enough that they stopped screaming and yelling at
the sky and just let me babble until I trailed off, please my mother told me something like
this would happen and I guess she was right just please dont kill me or hurt me Once I went
quiet, they got into arguing with one another.
The dark woman said, I dont think theyre all gone, but Scar Guy shook his head.
Theyre all gone, every one of them. Look around. Human feet on the hill. Which one of
you idiots was keeping an eye out? I dont know who the they were.
The blond guy said, It was me, but dammit, Bill, how the hell could I be expected to anticipate something like this? Were more than a day from the nearest road! Humans dont wander
across this forest for fun.
The girl she couldnt have been more than 14 said, Are you kidding? Cant you smell
her? Shes got some kind of bug. I would guess that shes been shitting herself for at least a
day.
It was true, I had been. I dont know what the bug was, but I had drank some water right
out of a stream the day before yesterday. Bad choice, I guess.
The blond guy said, She came from downwind!
The big, scarred guy pointed a finger at me, and spoke to me. No living human has crossed
onto this hill. Ever. Ever. Its the last patch of virgin land in this forest. It may be the last patch
of virgin forest east of the Mississippi. And you, you blind, stupid, coward, pathetic, lost retard,
you just blundered across it. Youve ruined it. You may as well have wiped a handful of shit
across it. Its gone forever. And youre going to pay for it.
The blond guy put a hand on the scarred guys shoulder, and said, No, Bill. Killing her wont
do any good. Scar Guy spun around to face the blond. There was a tearing noise, and growling.
I dont know what happened then. Things went kind of dark.
I ran and ran and ran.
Section Title
E ven
the oldest villages are inde bted to the border of wild wood which
surrounds them , more than to the gardens of men.
D esign
S toryteller-Driven D esign
For some chronicles, the Storyteller may do all of
the setting design herself she probably has strong ideas
about the features she wants to see in the setting. For
instance, in a setting where the characters are all newcomers to their territory (as in the free demo Werewolf:
The Forsaken chronicle, Manitou Springs, available at
http://www.white-wolf.com/), the Storyteller may prefer
that the players be as ignorant as the characters with
respect to the setting. Storyteller-driven design may be
the best choice for a troupe whose players who are new to
the World of Darkness in general and to Werewolf: The
Forsaken specifically ignorance of setting details can
help players better model their characters own ignorance
of their circumstances and surroundings. Other troupes
might traditionally entrust the Storyteller with these
kinds of responsibilities, and prefer not to deviate from a
model that works well for them.
Storytellers who want to design their packs territories have a relatively free hand, but here is a suggested
approach:
1. Pick a dozen or so elements from the element list
below be sure to include at least a few elements from
each section that is appropriate. Feel free to repeat elements if necessary there may be multiple apartment
buildings, or multiple farms or multiple spirit catalyst sites,
in a given territory.
2. Relate those elements to one another geographically. If you are setting the game in a real place that you
are familiar with, you may already have some ideas in
mind. If you are setting the game in an invented place or
you arent too concerned with real-world geography (as
might be the case with a real city that none of the troupe
has ever visited or a game set in the past or future), get out
a piece of paper and pencil. Draw a circle on the page that
16
17
allows them to spend their own resources to shape parts of
the territory as they see fit.
Wh y Tak e
Bad Feature?
Every packs territory has one or more features associated with it. The features that the group describes through
these guidelines are not the only locations in the packs
territory. They are simply the most noteworthy features in
the area. There may be (for instance) dozens of apartment
buildings in the packs territory, but the one that the players define through these guidelines is the one where the
interesting stuff is most likely to occur.
Territory Size
There is no set minimum or maximum size for a
packs territory. A pack can hold as much land as the pack
can hold though, as modern werewolves say, You cant
hold Wyoming. The average pack tries to hold as much
territory as it can reasonably patrol every day. That doesnt
mean that the pack does patrol every day, simply that it
could.
A pack in the middle of the Great Plains might carve
out an entire county as much as 1,000 square miles.
No pack could patrol such an area on foot every day, even
in Urhan or Urshul form, but this is the 21st century (see
Patrolling Your Territory, below, for tips on patrolling).
Such a large area requires a large pack, good communication and favorable terrain. Throw a few mountains and
woods into the area, and youd best cut your territory
considerably.
Any pack of Uratha can claim any territory the pack
wants. Most use one of the minor Gifts from the Warding
list to do so, though the pack can simply piss on landmarks to declare a particular space off-limits to wolves and
other werewolves. But the pack must be able to hold that
territory.
18
19
ers may not be comfortable playing the role of
terrorist even in a Storytelling game, and that
is certainly their right. On the other hand, this
sort of activity may seem entirely appropriate
for a game of savage fury, and may work well
to emphasize the werewolves role as terrifying
creatures of the night.
Some considerations:
Humans react unpredictably to Lunacy and
terror tactics. Even within the boundaries of
Lunacy, there is no easy way to know how humans will respond to the sight of werewolves in
the night. Some humans will flee at once, others
will go catatonic. Still others will react violently.
When presented with horrific violence, exploding bombs, rioting and so on, a given human
cannot be predicated to respond in a given way.
Over the long run, an institution of humans will
react to such events with stepped-up security
and heightened awareness (+1 o r more dice to
Perception pools). This will make the werewolves
goals more difficult to achieve.
Humans react more predictably to the
inexplicable. The above descriptions assume that
humans are responding to things they think they
understand murders, explosions and so on.
In the modern day, many humans will respond
violently and defiantly to any terror that they
see as the work of a sentient being or group.
Humans are much more likely to flee from
things that they consider to be the senseless acts
of an uncaring universe (such as the application
of many unnatural-seeming Gifts and rites).
Rural
Caverns/Tunnels
Certain parts of the country are riddled with underground passages of all shapes and sizes. Some are ordinary
limestone caverns, while others are leftover mines or
other, stranger things. This feature expressly refers to tunnels large enough for a human (or, at least, an Urhan-form
werewolf) to pass through. This feature can exist in urban
settings as well, but, in that case, cavern/tunnel refers to
subway tunnels, broad sewer tunnels or gigantic 1950s-era
fallout shelters.
Creating: Uratha can create caverns or underground
tunnels of their own by digging for weeks or months.
Keeping such tunnels from collapsing requires a Science
roll (and possible reinforcement) for every 100 feet of passageway.
Cliff/Ridge
A high point where the ground falls away steeply to
one or both sides, a ridge is a very defensible point that
provides good visibility; it may be long or relatively narrow.
Creating or Eliminating: Geologic structures of this
magnitude cannot be casually created or destroyed. Portions of a ridge might be destroyed with high explosives or
heavy machinery.
Benefits (free-form): +2 to Wits dice pools to detect
approaching people or spirits; +2 to Stealth dice pools
to hide from those coming up from lower ground. Cliffs
and ridges are usually steep enough that they cannot be
climbed without special equipment.
Merit:
Resonance: Peril, defense, flight or sky
Problems and Hooks: Native American tribes in the
southwestern United States sometimes built their cities
into cliffs or ravines; in those regions, Uratha may have to
deal with spirits that expect to be dealt with according to
ancient human tradition.
D esert
A desert isnt defined by its heat, but rather by
its aridity. Deserts are nearly bereft of water. They do
carry life its just that the life in a desert is especially
well-adapted to the desert. Desert areas that have other
features (beyond barren wasteland) should be represented
by those features and the Arid descriptor (see below).
Creating: Creating a desert is easier than you might
think. Admittedly, its nearly impossible for a pack of
Uratha to change rainfall patterns or divert rivers. HowevRural
20
21
Fallow Prairie
In human-inhabited areas, almost all land that can be
farmed is being farmed or has been farmed. This territory
feature refers specifically to treeless land that is no longer
being farmed or, much more rarely, treeless land that has
never been farmed.
Creating: After driving off the farmers and farmspirits associated with a farm in your territory, wait a few
seasons, and what was once a farm should have returned
to a fallow state. Eliminating farm-spirits and attracting
spirits of the wild plain can speed up this process to take
less than a season.
Eliminating: Encourage farming or real estate development.
Benefits (free-form): The Gauntlet thins in fallow
prairie, improving dice pools to step sideways by 1 die
compared to surrounding areas. Spirits of small mammals
and those that hunt them are attracted to such lands; +1
die to pools to summon all such spirits (hunters or prey).
Uratha familiar with a given stretch of prairie can cross
it quickly and stealthily; +1 die to Athletics and Stealth
pools to move around in familiar prairie.
Merit:
Resonance: The wild or wilderness, loss of control,
rebirth
Problems and Hooks: Depending on the local mortal
population density, such an area may not last long; it may
be bought and turned into farmland, housing or a shopping mall. Werewolves who wish to prevent this may have
to buy it on their own (typically at least a Resources
activity) or otherwise prevent others from buying it.
Factory Farm
A factory farm is a large farm containing scores if
not hundreds of animals of a small number of species.
The animals are kept in relatively confined spaces and
are either grown to a certain size and then slaughtered, or
kept around for their breeding or (egg or milk) production
capabilities.
Creating: Factory farms require a more considerable
investment to create. Depending on size, most require
from three to four dots in Resources to start up.
Eliminating: As with many of the features in this section, a factory farm can be temporarily eliminated by destroying the farm building and/or slaughtering the animals
within (such animals are not adapted to life in the wild
and surely would not last a season on their own). However,
many factory farms are owned by multinational conglomerates, which see such destruction as an unavoidable cost
of doing business. Such a company will simply charge the
loss against its insurance, rebuild and continue.
Benefits (free-form): Well theres the effectively
free food for hungry wolf types. Theres an intense concentration of a single type of animal-spirit. These benefits
are offset by the brutal drawbacks.
Merit:
Resonance: Mechanization, slaughter, abundance
Problems and Hooks: Effluent pools containing waste
products from hundreds or thousands of chickens, pigs or
cows can damage the water table and air quality for miles
in all directions. In the World of Darkness, factory farms
also attract powerful spirits of pain and cruelty and spawn
new and unique horrors of their own. In addition, factory
farms in the World of Darkness have even fewer animalhealth controls built in, which may lead to exciting rare
diseases entering the human food supply without warning
or control.
A factory farm may generate or reflect a Wound in
the spirit world.
Farm
This sort of feature refers to relatively small family
farms, rather than the factory farms described above. A
farm in a packs territory can provide relatively safe land
to roam on or otherwise use. Farms dont typically attract
wilderness-spirits, and the plant-type spirits that the farms
attract are unusually docile, as these spirits are the reflections of heavily subjugated plant life.
Creating: Even with century-old equipment, a
concerted pack would need no more than a week to clear,
plow and plant a few acres of farm. Certainly, a pack
would need more time for a larger farm or to clear forest
rather than fallow prairie. The Storyteller may require Science rolls to enable this (taking advantage of any farmingrelated specialties). Few werewolf packs are likely to farm
on their own; many may take advantage of farms within
their territory.
Eliminating: A pack that wants to eliminate a
functional farm in a hurry may burn its fields, slaughter its
animals and destroy its irrigation. None of these require
dice rolls unless they take place while (for instance) angry
farmers attempt to kill the werewolves.
Benefits (free-form): Farms provide a ready source of
food to werewolves. In human form, Uratha can eat anything a farm produces, while in lupine forms, Uratha can
certainly cull a farms livestock. A pack with a moderately
sized farm can provide every member with Resources
at no cost (though higher levels of the Resources Merit
still cost as normal a pack can sustain itself on farms
output, but livestock and crops wont buy them a laptop
or Cadillac). The very existence of a farm thickens the
Gauntlet slightly as humans impose order on the natural
world; impose a 1 die penalty on pools to step sideways
while on a farm.
Merit: (or within city limits)
Resonance: Food, fertility, slaughter, peace or pacification
Problems and Hooks: Agriculture was humanitys
first imposition of rules on wild things. Farms may attract
spirits of compulsive order or even those prone to enslave
other spirits. Additionally, it turns out that farmers dont
Rural
Glacier/Icepack/Tundra
This territory element is an area that is always (or
nearly always) cold, with deep snow and/or glacial ice
covering the ground for most of the year.
Typically, such lands are represented by the Cold
descriptor (see below), but a pack may control a large temperate territory with some area beyond the arctic circle.
Creating: The cold temperatures necessary to create
such a landscape are beyond the resources of most Uratha.
The invocation of a powerful spirit of the winter may be
enough to temporarily create an area of this sort.
Eliminating: Global climate change is already eliminating some southern glaciers; otherwise, without magical
assistance, artificially warming an area sufficiently to
eliminate this feature is impossible.
Benefits (free-form): Water is always easy to find, so
Survival rolls to avoid thirst always succeed. A werewolf
familiar with a patch of cold terrain in her packs territory
receives +1 die on rolls to resist temperature extremes; +2
dice to summon spirits of cold or winter; 2 dice to summon spirits of summer or heat.
Merit:
Resonance: Cold, sleep
Problems and Hooks: Regular rolls are necessary
while outdoors, to withstand the cold of this region see
p. 181 of the World of Darkness Rulebook, Temperature
Extremes, for details. Wildlife is relatively scarce; Uratha
hunting for food need eight successes rather than five to
find enough food for a person for a day.
L andfill
or Garbage D ump
The average American generates around four pounds
of trash per day. Thats paper, plastic, glass, metal and
inedible foodstuffs, just for starters. In a large city, humans
generate 15,000 tons of trash per week, or more. That stuff
has to go somewhere.
Garbage dumps have their own ecosystems insects
feed on organic waste, rats and gulls feed on insects and
on organic waste, cats and coyotes feed on them and so
on. Its a vile circle of life. Dumps therefore attract spirits
from various animal choirs, as well as artifact-spirits associated with non-organic discards.
Some homeless humans may make a home out of a
dump; the food found there may not be much good, but
scavenging recyclables and burnables can help a desperate
human eke out a few more days.
Creating: In the World of Darkness, getting a given
site established as a trash heap doesnt take a lot of work.
All you need is some unloved land, a lot of junk and time.
Eliminating: If all the trash in a landfill were exposed
to the elements and scavengers, the organic stuff would
probably be gone in a year or so. But, of course, the mate-
22
rial is piled high rather than spread thin. Neither scavengers nor weather can get at anything not on the surface
brave explorers have found intact, readable newspapers
just a few feet down from the surface of a dump. Even if all
the organic material were destroyed, glass, plastic, metal,
silicon and harsh chemicals would be left that shouldnt
have gotten into the waste stream in the first place. A
landfill requires a long cleanup, and even then, the stuff
has to be put somewhere. Fire-spirits and unendingly
ravenous spirits of consumption and decay might speed
the process, but millions of tons of waste might have to be
eliminated for a landfill to be truly destroyed.
Benefits (free-form): A dump has an unlimited supply of free food for werewolves with strong enough stomachs and the gulls and rats that frequent such places
make even better food. It helps to have access to Gifts that
protect against toxins such as heavy metals in your diet.
In addition, the extreme plentitude of stuff to be found in
a dump means that a good scavenger pack can get nearly
anything it needs. +2 dice to all Survival pools to find
food or scavenge low-grade equipment. Such a wide variety of spirits frequent a trash pile that Uratha can summon any scavenger-oriented natural spirit, artificial spirit
or appropriate conceptuals with +1 dice to their pools to
do so (and Storytellers may be convinced to allow an even
broader range to receive that circumstance bonus). Third,
the treacherous footing on a garbage heap requires Dexterity + Athletics rolls from anyone not intimately familiar
with the feature (the pack wont need to make such rolls
after spending a month patrolling the dump, or if this
feature is bought as a Merit).
Merit:
Resonance: Secrets, abundance, destruction
Problems and Hooks: For an interesting twist on the
garbage dump, consider a garbage scow drifting from port
to port, looking for a place to dump its cargo.
As dumps tend to attract rats, they also attract
Beshilu, which means, in turn, that a dump may well have
a few spots with extremely thin Gauntlet. Many spirits
might use the dump as a crossing point from the Hisil to
the flesh world; perhaps the spirits at the dump, or the
Beshilu, extract a toll from such border-crossers. Or perhaps immigrating waves of spirits have settled further and
further out from the dump; newcomer Uratha will have to
deal with the immigrants one layer at a time in order to
pacify the whole area.
Decaying organic material releases methane, ammonia, hydrogen sulfide and other toxic and flammable gases.
Local authorities may pipe the stacks in order to burn
those gases off; enterprising Uratha or others may prefer to
tap into such a fuel source themselves.
M ountain
Mountains are pinnacles of the local terrain a
proper mountain peak is more than 2,000 feet above sea
level. Mountains are rarely useful for agriculture. Their
23
steep sides prevent local humans from doing anything
useful on the surface, but humans dig into mountains to
extract their mineral wealth.
Creating: Geographic features of this magnitude cannot be created through the actions of mere Uratha.
Eliminating: See Creating. But, as some coal-mining companies have learned, destroying a mountaintop is
easier than mining by burrowing into the mountain itself.
Benefits (free-form): A mountain provides an almost
unassailable fortress for Uratha who need defense. A
mountain provides good visibility, and enemies have to
fight their way uphill to defenders (defenders can easily
gain the standard +1 dice pool for fighting from higher
ground as long as they avoid being outflanked). Earth elementals, spirits of wealth and spirits of raptors are drawn
to mountains; +2 dice to summon such things. Water
naturally flows away from mountains; 2 dice to summon
water elementals. Mountains often serve as home to great
mineral wealth and can provide materials for Artifact creation, adding 1 die to the pool for the Fetish Rite so long
as the fetish and spirit are of the appropriate resonance.
Merit:
Resonance: Earth, vision or perspective, defense
Problems and Hooks:
A rival pack learns that the necessary materials for
a particular fetish or ritual can only be found on or in this
mountain.
A national mining company buys the mountains
land and begins operations in the area, with the intention
of deep-mining the packs mountain (or of shearing the
mountains peak off and processing the tillings).
Ocean/Sea/Great L ake
This territory element really refers to the shallows near
the coast, as well as some lands immediately bordering the
sea. No werewolf pack would bother to claim all of a large
body of water as the packs territory the packmembers
couldnt possibly patrol the entire thing, and many large
bodies of water serve as home to powerful and alien spirits.
Werewolves stick to territory that suits them better.
Creating: Without serious tectonic activity, a pack
cannot create an oceanfront or major body of water. Some
exceptionally powerful packs (or spirits) may be able to
enact such things, but they are beyond the scope of this
supplement.
Eliminating: See Creating, except to note that erosion may change the local waterfront beyond recognition,
and characters can certainly use skill to speed that process.
Benefits (free-form): Once out of sight of land, the
Gauntlet in and above the ocean thins dramatically, usually imposing a modifier of +0 or even +1. The sea allows
a savvy pack to travel without alerting those on land a
pack may travel on the water to elude mortal authorities
or other packs, or to lay ambushes for unsuspecting foes. A
waterfront probably includes a beach, which can help an
Mysterious Places
The Storyteller may wish to include some of
the strange and horrific places found in World
of Darkness: Mysterious Places. These locales
dont have an in-game benefit or Merit cost,
but suggestions for dealing with them from a
story perspective can be found in that book.
Most of the Mysterious Places in that book are
appropriate as part of a Werewolf: The Forsaken
Rural
24
River/Riverside
A river is a navigable waterway a stream large
enough for boats to float down it.
Creating: Rivers cant be created without some sort
of noteworthy catastrophe going on. Only in the most
remote areas could such a thing even be attempted, and
even then it would require an enormous feat of magic and
the enslavement (and likely destruction) of at least 200 Essence rating worth of water-spirits. Such wanton enslavement and destruction of spirits would count as a Rank 8
Harmony sin.
Eliminating: Rivers can be destroyed more easily
than they can be created rivers across the western
United States and Mexico are being effectively destroyed
even today through poor planning and overuse. This sort
of industrial-scale river abuse is extremely difficult for a
pack of werewolves to attempt. However, this may prove to
be an excellent story hook, as the slow exsanguination of
the packs territory causes chaos in both the physical world
and the spirit world.
Benefits (free-form): Rivers provide rapid transit for
large and heavy goods, create huge and defensible natural
barriers between territories and attract spirits of all sorts
(spirits of commerce, most of the water choir and most of
the fish choir as well as spirits associated with those that
prey on those fish, and so on). Rivers provide a good platform for many other territory features whether tranquil
wilderness, heavy industry that relies on river barges for
transit or a riverfront shopping district. A bridge over the
river may provide a good neutral site for meetings between
the packs that control territory on opposite sides of the
river.
Merit:
Resonance: Water, travel
Problems and Hooks:
A river is a great place to dump a body. The body of
a well-known local human floats downriver and into the
packs territory, or the body of the leader of a local Uratha
pack floats downriver and he shows signs that he was
killed by werewolves teeth and claws, and attacked from
behind.
A riverboat casino that passes through the characters territory regularly plays host to all sorts of unsavory entities that might prey on elderly and/or desperate
humans who frequent the casino.
Spirit refugees flee a catastrophe downriver, such
as a toxic spill. The pack downriver should have known
the spill was coming; their negligence has driven these
terrified and rampaging spirits into your packs territory.
Now you must deal with those spirits as well as the (lazy?
negligent?) neighboring pack.
Spring
Springs have great mythical power: they represent
spontaneous creation, the eruption of life from sterility.
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Creating: Springs usually occur naturally; a pack
might bring one into existence by digging down to a highpressure point in the local water table (an Intelligence
+ Science roll would help a werewolf find a good site for
such a thing). Mystically skilled werewolves may be able to
lure and bind water-spirits to an area with the appropriate
rituals.
Eliminating: Without outright destroying a spring,
werewolves or their enemies might choose to pollute it by
contaminating the local water table. This might generate polluted or corrupt spirits, poison the local spirits or
destroy them entirely.
Benefits (free-form): Most springs provide a nearly
limitless supply of clean water. Springs are inherently creative entities; a well-maintained spring provides a +1 dice
pool modifier to Summoning rituals performed there and
a +2 (total) modifier to rituals performed to summon water
elementals there. The Gauntlet of a spring at its source is
often quite low, typically allowing a +0 dice pool modifier.
Merit:
Resonance: Creation, water
Problems and Hooks: The spring manifests a locus,
and its creation resonance causes a number of spirits to
congregate around the spring. This unusual state of affairs
begins to clutter and then even pollute the material-world
waterway; the pack must either change the resonance,
eliminate the spring or otherwise deal with the cascade of
problems.
S tream
A stream is a small stretch of running water, usually
wet year-round. It is shallow enough to wade through and
rarely more than a few yards across.
Creating: A stream may come from a spring (see
above) or may just represent natural water runoff in the
area. Construction equipment might be used to dig a
ravine to accumulate water runoff. An earth-spirit might
be convinced to move things around to allow a stream
through a given area, but anyone trying to persuade an
earth-spirit of such a thing will be at 3 or more dice on
her Social pools to do so, given earths natural suspicion of
waters erosive qualities.
Eliminating: As with creating, construction equipment or earth-spirits can be harnessed to eliminate or
move a stream. When water falls, it has to go somewhere,
so it is easier to move a stream than destroy it entirely.
Benefits (free-form): Streams are calming and peaceful; Uratha who meditate near a stream receive +2 dice
to their Composure + Wits rolls while doing so. Tracking
prey across a stream is more difficult; trackers receive a
2 die penalty to Survival or Perception rolls to follow a
target that has crossed a stream. A stream may, at periods
of high water, provide +1 die to summon water-spirits.
Merit:
Resonance: Water, peace
Rural
Woods/Forest
This feature refers to wild forest, rather than tree
farms (tree farms are more like farms, above). A wild
forest doesnt necessarily have to be an old-growth forest;
any large patch of woods that has been left to grow under
its own auspices for many years can qualify.
Creating: Without the assistance of spirits of wood
and fertility, it takes at least three years for even a moderate semblance of woods to arise where trees have been
planted. Doing that requires no real skill. This process
might be sped up with a Science roll; otherwise, werewolves who need forest must invoke spirits of the forest.
Eliminating: Surprisingly, fire wont reliably destroy
a naturally grown forest. Tree species native to dry areas
frequently expect fires to occur and are adapted to them;
most forests actually benefit from infrequent forest fires.
In wet areas, of course, fires are less likely to spread and
do wide damage to forests. The greatest danger to forests
in the modern world is clear-cut forestry and real-estate
redevelopment.
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and move on, while others might engage in silviculture
(forest agriculture). Forestry that consists primarily of
clear-cutting causes problems in the spirit world, as spirits
of a slaughtered forest may be killed themselves, or go insane with the destruction of their physical-world anchor.
Silviculture has the same general effect on the spirit world
that farming has on otherwise virgin land an increase
in the local Gauntlet and a tendency to attract spirits of
labor and enslavement.
Urban/Suburban
Destroying
Building
Club
or
Bar
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Drug dealing or other criminal activity happens
quite openly at a particular tavern. The pack may have no
moral objection to this activity, but it does attract gang
activity and, later, the police.
Factory
A factory feature represents a manufacturing facility
of some kind. It may make ordinary widgets, cars, specialty
equipment, chemicals or just about anything else. Generally speaking, the larger the factorys output, the larger the
facility must be (many automakers facilities fill dozens of
acres). Factories employ dozens or hundreds of people.
Creating: As with many of the features in this section, a pack of Uratha cannot create a factory so much as
try to attract one to its territory, or reinvigorate one that
has fallen on hard times.
Eliminating: See Destroying a Building, above.
Benefits (free-form): Uratha can easily get jobs
at factories in their area, allowing them to raise their
Resources Merit at 1 experience point per dot (to a cap of
Resources ). Enterprising werewolves may turn manufacturing facilities to their own ends, using welding robots
as weapons against powerful enemies or using a press to
destroy a homicidal robot from the future. Factories may
even have some extremely dangerous facilities high temperature furnaces, extreme cold or dangerous chemicals in
abundance. Simple Science rolls can allow Uratha to take
advantage of these things in dire situations.
Merit:
Resonance: Mechanization, creation, labor
Problems and Hooks:
Soul-deadening, repetitive, robot-driven work
begins to scour much of the Essence from the Shadow
around a factory; the packs ritualists realize that a Barren
may soon erupt if something isnt done.
H ouses/H ousing
Humans own houses all over the world. Certain
territories might contain no houses at all downtown
commercial districts, for instance, or deep wilderness. This
aspect generally refers to tracts of housing, be they suburban neighborhoods, city enclaves or housing developments; not every territory with a house within its borders
would qualify as having housing as a feature.
Creating: A house requires several months investment of Resources or more, to represent the labor of
a house-building crew. A tract of homes costs more but is
typically built by a developer as an investment.
Eliminating: See Destroying a Building, above.
Benefits (free-form): Uratha who outright own or
inherit a house receive + to their Resources Merit (to
a maximum of and note that it isnt so much
that getting a house makes the character richer, as that
if the character owns a house free and clear, many of
the other necessities of life become easier to attain and
manage). They also have relatively safe and protected
M useum /Library
These buildings are local centers of knowledge and
learning.
Creating: A pack may have a library of its own if it
owns a house or other building in which the pack can
house the library. Thousands of books, scrolls and other
writings are needed to truly represent the kind of library
that Uratha need.
Eliminating: See Destroying a Building, above.
Benefits (free-form): Museums sometimes contain
artifacts that are dormant fetishes (or that can easily be
transformed into fetishes by Uratha ritualists). +2 dice to
rolls to fabricate fetishes. Libraries allow Uratha to perform
mundane research more easily, and even arcane research
is easier with a real library to fall back on; free access to
a library gives +2 dice to Research rolls, per p. 55 of the
World of Darkness Rulebook and unfettered access to
the librarys closed stacks may give as much as one additional die to that roll. Artificials of the information choir
(other than radios and televisions) are more easily summoned in a library or museum +1 dice to summon such
spirits. At the Storytellers discretion, an Uratha ritualist
can receive +1 die to summon a conceptual by sacrificing a
large amount of material written about its core concept. As
libraries and museums are both often full of people, Uratha
ritualists who intend to perform summonings at such a
place must choose their times and places carefully.
Merit:
Resonance: Learning, silence
Problems and Hooks: Museums and libraries often
draw the attention of humans who have some suspicions
of the unseen world and seek to learn more. The werewolves may have to figure out a way to scare the humans
away from unsafe knowledge without instead invoking the
mortals curiosity.
O ffice Building/Skyscraper
Small office buildings may be just one story, or they
may be office park type buildings with up to five stories.
Larger buildings than that are rarely found outside of
downtown commercial districts but, in even a medium-sized city, those buildings can reach 30 stories or
more. Small office buildings may house just one companys
operations; large buildings can house dozens or hundreds
of companies.
Creating: Office buildings typically require an investment of at least Resources and good Finance and
Bureaucracy rolls. Skyscrapers require even more resources
amounts in the tens of millions of dollars or more.
Eliminating: See Destroying a Building, above. If a
resident business is put out of operations with its build-
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Park
A park is a pretty broad designation, as it could in
theory refer to a national park like Yellowstone just as
easily as the playground on the corner. A large national
or state park is better represented by a number of rural
features (above); this feature refers to a park that can be
thought of as a single entity. A park is a natural recreation
area and may include hiking trails, picnic areas and playground equipment.
Creating: Small parks can be created by the simple
expedient of buying a plot of land (Resources or more),
clearing it and declaring it a park (which may require a
permit best gotten with Politics or Bureaucracy rolls).
Eliminating: Buy the park and build something on
it, or destroy or pollute whatever structures are already
present there.
Benefits (free-form): Parks provide a window into
nature even within large cities; in parts of New Yorks
Central Park it is possible to briefly forget that one is
inside a huge metroplex. This gives Uratha a +2 dice to
Meditation rolls to regain Willpower. Large parks provide
good spots to meet or perform rituals out of sight of local
humans or police; they can even provide good hunting for
Urhan-form werewolves (+1 die to Survival rolls to find
food). Laying an ambush is easier in a large park, as well;
characters receive +1 die to Stealth rolls within a park in
their own territory. The Gauntlet in a large park is typically one point less intense than in the surrounding area.
Merit:
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Resonance: Peace, wilderness, youth
Problems and Hooks:
Local college students begin using the park as a
shortcut between their classes and nearby cheap housing.
However, gangs begin preying on those students as they
cross through the deepest woods in the park, mugging
them or worse.
An infestation of wilderness-spirits in the park exercise their powers to spread vegetation and wild animals
outside of the parks boundaries.
School
Schooling varies throughout the world; in the United
States, students remain in school until graduation at age
18. A school may either be open for free to the general
public or a private school requiring tuition payments.
Creating: Schools are generally only built in response
to population pressure; causing a new school to be built is
therefore a complex political proposition.
Eliminating: See Destroying a Building, above.
Benefits (free-form): School libraries may have useful
information; characters can consult them for research
as necessary (though adult characters would have to do
so after hours). 1 experience point to purchase teachers
or teenage Contacts or Allies if a high school is in the
characters territory. School-aged Uratha can purchase
Knowledge Skills or Athletics at 1 experience point cost
if they are students at a school in their territory. A high
school probably also includes a small sports stadium (see
below). Uratha may be able to harvest some of that emotional energy as Essence.
Merit:
Resonance: Learning, wisdom, youth, conformity,
tension
Problems and Hooks:
Several Uratha cubs who are classmates at a local
school all go through the First Change in rapid succession.
A locus in the school seems to be the catalyst for this; did
some unknown spiritual force draw all members of the
pack to the school prior to their First Change? And if so,
to what end?
A member of the pack has a school-aged child with
strong wolf blood. The stresses of school life have begun to
wear on this child, who has inherited some of his parents
near-supernatural temper. The werewolf must help his
child adjust to ordinary human society.
A local religious school has the best educational
reputation of any school in the area. A packmembers
mate enrolls their child at that school regardless of the
werewolfs wishes. The character must deal with his childs
possible indoctrination into a belief system at odds with
his own.
S hop
or
Restaurant
S tadium
or Arena
A small local baseball stadium may hold just 1,500
people. The Rose Bowl in Pasadena, California, holds
almost 100,000. People throng to these facilities to cheer
for sports teams or watch concerts.
Creating: Use the Status Background and Politics
Skill to attract a sports team to the local area. Influential
allies and contacts will likely have to be dragged into such
an effort as well. Most Uratha will be somewhat suspicious. All in all, the construction of such a thing costs in
the tens of millions of dollars and will never be undertaken lightly.
Eliminating: See Destroying a Building, above.
Stadiums are sometimes demolished in favor of newer and
more modern facilities. A team that does badly enough
for long enough, or becomes unpopular with local fans for
whatever reason, may leave town, which wont eliminate
Urban/Suburban
R aw Essence
Spirits, Uratha and others attuned to magical
energies may harvest Essence directly from massive outpourings of emotion from humans. The
emotion must be similar for most or all humans in
the area, and must be intense. Generally speaking,
a great well of emotion from a human crowd acts
as a temporary locus of sorts. Essence comes
into being in its rawest state, ready to be harvested by any spirits, werewolves or other entities
quick enough to catch it. Spirits may even be able
to cross the Gauntlet at the climax of the event
an angel manifesting before a crowd desperate to believe, or a spirit slipping into the material
world to Ride an angry young rioter. Werewolves
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knows where the emotional high and low points of the
show are, and can harvest Essence at a 1 penalty rather
than the standard 3.
Merit:
Resonance: Passion, ambition, tragedy, laughter
Problems and Hooks: Theaters can draw an interesting crowd of performers and patrons, including potential
supernatural entities.
Ceme tery
A cemetery is an area
where the dead are buried.
This may be a traditional
graveyard, with rows of headstones side by side every
eight feet, or it could be
unusual such as the
crypts of New Orleans.
Cemeteries are often,
though not always, associated with churches. Certainly, vandalism in a cemetery
will have the local religious
population up in arms.
Creating: Find a big
plot of land (Resources
); get the appropriate
permits and clearances (Politics and/or Bureaucracy).
Eliminating: Cemeteries
are expensive to eliminate;
hundreds of underground
caskets must be excavated and
moved to a new location before
any development can be done.
Benefits (free-form): Ghosts are easy to find in a
cemetery: 1 experience point cost benefit to purchase a
ghostly Contact or Mentor. Certain rituals require parts of
dead bodies; the cemetery is the only place that they can
be found. Humans are naturally unnerved by the ominous
presence of death in a cemetery; any sensible human must
make a simple Willpower roll to enter a cemetery in the
packs territory at night.
Merit:
Resonance: Death, mourning, history
Problems and Hooks:
The 200-year-old cemetery is located on a bluff adjacent to a lake; erosion has begun to eat away at certain
graves, revealing tombs and possibly upsetting the dead.
An unethical corporation releases a chemical that
causes the dead to begin clawing their way to the surface,
hungry for human flesh.
C hurch
A church might well be an old granite-and-stainedglass Catholic cathedral, a converted-storefront evangelical Protestant church, a Jewish synagogue or Muslim
mosque. Rare indeed in the World of Darkness is the simple, quiet Protestant
church. A church in a packs territory has
stature and meaning.
A church gives human spiritual
life a physical center and often provides meaning to mortals
in the area. A church
may also provide services
for the poor or disenfranchised. The flow of
Essence in the area is
disrupted by the churchs
presence: either the faith
of the church draws the
Essence in, or the church
diverts or reflects the Essence in some way. This
could have many effects
(see below).
Creating: Depending on the scale of the
church involved, creating a new church can
be as simple as renting a
building and beginning to
hold services. The founder
may have to be ordained,
depending on the faith.
Eliminating: Many
mortal institutions are vulnerable to simple destructive
methods: fires or other instances of massive property damage. Churches of the truly faithful are resistant to that sort
of thing. Knock down a church and its members will take
up a collection to rebuild. The best way to eliminate a
church is to eliminate its spiritual leadership, optimally in
such a way that the leadership isnt martyred.
Benefits (free-form): 1 experience point cost to
buy the appropriate kind of religious Contacts. +1 die
on Academics pools to research information about the
religion in question. Some ghosts and spirits cannot enter
holy ground. Most incorporeal entities can be persuaded
to avoid churches +1 die to pools to perform Warding
type rituals against non-humans.
Merit:
Resonance: Faith, belonging or home, passion, music,
fervor
General Features
Criminal District
This feature represents a part of a packs territory that
is well-known as being a haven for criminals and criminal
activity. This district may be an entire neighborhood, a
single block or alley, a housing complex or anything else
the players and Storyteller find appropriate.
Creating: Crime tends to breed crime, and crime and
poverty tend to feed off one another. A pack that wishes to
create a criminal district within the packs territory can do
so relatively easily by initiating criminal activity of its own
dealing drugs, performing burglary and vandalism and so
on. Over time, this may drive the good, hardworking folk
away, leaving only those who are comfortable with a criminal area or those too desperate or set in their ways to leave.
Eliminating: A law and order campaign by local
police, or even by a sufficiently motivated pack of Uratha
acting as vigilantes, can eliminate the worst crime in such
a district. However, without significant investment, such a
district may well be transformed from a poor-and-dangerous neighborhood into a poor neighborhood. And, given
that poverty and crime tend to encourage one another,
the pack will have to work hard to keep the area clean.
Benefits (free-form): A criminal district provides
a 1 experience point benefit to purchasing criminal
Contacts and Allies. This district also gives +1 to all local
Larceny dice pools. It is far easier to find illicit or illegal
equipment for sale in a criminal district drugs, weapons
and stolen goods can all be found. A character willing to
purchase stolen goods can do so as though those goods
cost less than they ordinarily did (although nothing can
be had for no dots). The area also tends to attract spirits
associated with criminal activity.
Merit:
Resonance: Desperation, poverty, greed, opportunity,
violence
Problems and Hooks: Nearly any plotline from a police show or movie of choice can take place in a criminal
district. These can be drawn away from pure clich by the
context of dark animism. The obsessive detective may in
fact be Urged; the beat cop who gets off on abusing petty
criminals attracts the attention of a spirit of the reactionary descant, and so on.
E mpt y Building
Empty warehouses, sports arenas, shopping malls and
the like all arise after the businesses that previously occupied the buildings vanish.
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H ighway
A highway is a high-speed road for motor vehicles
with few or no crossing roads. Highways can spell disaster
both for motorists and for wildlife, as road kill numbers
increase every autumn.
Creating: A decent investment of Resources and Status, combined with some means of influencing a member
of Congress, may get a highway paved through your community as part of the next federal transportation bill.
Eliminating: Highways are rarely shut down permanently; once they are put in place, budgetary allowances
are made to cover their continuing maintenance. Even
major interruptions of service such as earthquakes wont
shut down a major highway forever.
Benefits (free-form): A highway provides rapid
transit in and out of a territory. Most packs allow stretches
of highway to serve as neutral territory, so long as travelers
dont abuse the privilege. Spirits of cars and motorcycles
love highways, and haunt their way up and down empty
nighttime roads (+2 dice to summon spirits of cars or motorcycles or awaken the spirits within such devices while
on the highway). A werewolf receives +2 dice to her Drive
pool while driving on a stretch of highway in her own territory. Most animal-spirits with any sentience to speak of
know to avoid highways; 1 die to summon animal-spirits
there, and +1 die to banish animal spirits from a highway.
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Merit:
Resonance: Travel, speed, death, fatigue
Problems and Hooks:
A pack of the Pure has begun to use the local
highways to move in and out of its inner-city territory. If
the Uratha can catch the Pure packmembers while on the
road, the Uratha may be able to do real damage to their
foes.
Beings unknown have taken up an ambush site on
a bluff high above a local highway, and attack passersby
including local werewolves. The pack must find the
attackers and bring them to whatever form of justice seems
most appropriate.
H ospital
A hospital feature is any major medical center containing facilities for scores of doctors and support personnel, as well as rooms for short-, medium- and long-term
recuperation. Some hospitals have helipads for use by
emergency medical helicopters; nearly all hospitals have
emergency rooms and facilities for ambulances.
Creating: A hospital is a mortal institution; most
hospitals in the World of Darkness are part of large medical
corporations. Influencing such a large organization would be
a long-term, complex effort. However, smaller medical centers could be opened up by influencing individual doctors;
a pack may choose to get involved in reopening a recentlyclosed hospital through raising funds or other means.
Eliminating: If a hospital is owned by a large medical
corporation, the easiest way to get the hospital shut down
is to increase the hospitals operating costs to the point
where the hospital is no longer a profitable arm of the
corporation. This can usually be accomplished through
violent and/or supernatural means. If the hospital is an
independent entity, or part of a charitable organization,
this will be much harder (see the sidebar on p. 18).
Benefits (free-form): Obviously, a hospital is handy
to have around when a werewolf (or associated mortal)
runs into a medical emergency. Characters who regularly
patrol a local hospital may find that spirits of healing are
easier to attract (+2 dice to Summoning) and may even be
willing to teach specialized healing Gifts and rites (allowing a 1 experience point cost break on such things). As
mentioned below, ghosts tend to cluster around hospitals;
those few ghosts that are both self-aware and benevolent
may prove to be useful Contacts or Allies in a hospital.
Should a supernatural problem take place, if the pack
takes care of it and makes it known to mortals in the hospital that the pack is responsible for solving that problem,
the characters may find useful mortal Contacts in the
hospital from then on (1 experience point cost to gain a
medical Contact).
Merit:
Resonance: Healing, disease, death, birth
Problems and Hooks: A hospital in a packs territory
requires regular attention. A Storyteller can look to the
M ilitary Base
Military bases are large, complex entities. Their nature and contents depend on the arm of the military that
they are associated with (in the United States, that means
that a given base may be part of the Army, the Navy,
the Marine Corps, the Air Force or various arms of the
National Guard or Reserves). Almost every city has a National Guard presence of some kind, and most major cities
have one or more military bases; however, military bases
can also be found far from large cities. Navy bases are only
found on the coast of an ocean or the Great Lakes.
Bases may be built outside of a countrys territory; the
United States has military bases in dozens of countries,
either in support of ongoing military operations or as part
of longstanding treaties.
Creating: Military bases are expensive and complex
parts of a huge organization (the Department of Defense
or its equivalent). A single pack of Uratha probably lacks
the resources to induce such a base to be built in the
packs territory. A pack that wants a military base as part
of its territory will have to expand into such an area.
Eliminating: Active, combat-oriented bases are hard
to eliminate by violence, as they are full of soldiers with
guns and other fabulous military hardware. The military
might be induced to close a relatively minor base in an
era of cost control, by raising the cost of maintaining the
base. Uratha may work from within a country that has
been invaded, aiding locals in attacking a foreign base;
however, a powerful invading nation may simply reinforce
that base rather than eliminate or move it.
Benefits (free-form): Uratha on good terms with the
residents of a military base can acquire military Contacts
or Allies at a 1 experience point cost. A military Contact
or Ally may be able to provide Uratha with military
equipment if he is sufficiently induced to do so, but such a
General Features
Universit y
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U t ilit ies
Utilities represent the nervous and circulatory systems
of human communities. Utilities bring water, power, communications and heat to various buildings, and take away
waste. Players and Storytellers dont have to represent
ordinary power or gas lines through the utilities feature
instead, elements of this type represent noteworthy facilities: a water treatment plant, water tower, power plant,
telecommunications switching statement, major sewer
juncture, gas depot and so on.
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Creating: These facilities represent enormous
investments of both money and political clout. Characters without high Resources and Status, as well as high
Bureaucracy and Politics scores, would be unable to even
begin such a thing.
Eliminating: Power plants and gas mains blow up real
good. Use the rules elsewhere for destroying buildings,
but double the damage effect of explosives against such
facilities (and also double the damage taken by those in
and around them). Water plants are significantly harder
to destroy, however; increase water facilities Durability by
one point or more.
Benefits (free-form): Electrical-, water- and/or firespirits cavort in the potential generated by these facilities:
+2 dice to summon a spirit of the appropriate type. In a
pinch, characters can use a Science roll to tap into a torrent of the appropriate substance. At telecommunications
switching stations, characters can use a Computer roll to
tap into the electronic communications of anyone within
a five-mile radius.
Merit:
Resonance: Health, safety, pollution, as well as water,
electricity or fire, as appropriate to the facility
Problems and Hooks:
A powerful spirit of lightning has become tainted
by a Wound or one of the Maeljin. She lairs in a local
power plant, and her taint has begun to infect the power
supply to nearby homes. Humans who rely heavily on
electricity in their everyday lives (which is to say, most of
them) slowly become more cruel; a few gruesome deaths by
electrocution occur.
Spirits of waste or decay become enraged by the work
of a water-treatment facility and use spirit abilities to prevent certain substances from being entirely removed from
the citys water supply. Those substances might be drugs,
bacteria or anything else the Storyteller deems appropriate.
Spirit/Supernat ural
Barren
A Barren is a spiritually empty site. A Barren has no
Essence or resonance to speak of.
Creating: A Barren may come about because of the
extremely thick local Gauntlet, or a Barren may arise
because every scrap of local Essence has been sucked away
in powerful magical assaults. A pack that taps a locus
too frequently or too deeply may inadvertently create a
Barren, though this is not a common happening (see p.
263 of Werewolf: The Forsaken for the beginnings of
this). A pack that dramatically fails while using the Rite
of the Border Citadel (see p. 51) may inadvertently create
a Barren.
Catalyst
A spirit catalyst site enables (and speeds) the transformation of one spirit type into another. This site does
nothing for the power of those spirits; a Gaffling will not
be infused with enough power to become a Jaggling on the
virtue of the site alone. Radical changes are unusual, and
few catalyst sites cause them. These transformations are
based on resonance.
Catalyst sites, considerably rarer than loci, tend to
occur along major Essence flows, when a large amount
of Essence is flowing from one strongly resonant site to
another of the same resonance. A catalyst might therefore
be found between two powerful loci of similar resonance.
Primal places, catalyst sites draw on the core of the
spirit world. They represent simple spirit concepts fire,
stone, death and so on. A spirit that spends too much
time at a catalyst site finds its nature tugged toward the
catalyst sites nature. A bear-spirit making its lair near a
death catalyst site might find itself a ghost bear within a
month. A hawk-spirit that regularly hunts in a fire site
may be consumed and reborn as something more akin to
a phoenix.
Creating: Catalyst sites only happen naturally and cannot be brought into being deliberately. Uratha may encourage
the creation of a catalyst site by repeatedly summoning a
particular kind of spirit in a thin Gauntlet area or by attempting to tamper with the resonance of Essence flows.
Spirit/Supernatural
Glade
A glade is a fountain of positive emotion and peaceful energy. Glades are havens within the Shadow, and are
extremely rare in the modern day.
Creating: Glades only arise in sites with positive,
healthy, peaceful resonance. Creating a glade would
require eliminating any sources of negative or dissonant
resonance, keeping the site safe (without violence or
frenzy) over a period of time and continually investing Essence of positive resonance into the site. The process may
take months, even years of constant attention but the
benefits for the spirit world are great.
Eliminating: Glades can lose their power if they become the sites of great violence. Although a single battle
or act of bloodshed probably wont undo a glades power,
repeated violent acts or extended ritual acts of cruelty can
undo the glades harmony. Most werewolves with a glade
in their territory are careful to keep the battle lines well
away from the place.
Benefits (free-form): To initiate a fight within a glade
(or to continue a running battle that enters a glade), the
character must succeed in a Resolve check. Even if that
roll succeeds, the attacker suffers 2 dice to all rolls to attack or hurt another, or to transform into the Gauru form.
Defenders or those seeking to prevent violence receive +2
dice to all pools rolled to that end.
Merit:
Resonance: Peace, healing, rest
Problems and Hooks:
A wounded and desperate pack of rival Uratha
makes camp in a glade belonging to the characters pack
without permission or notification. Does the pack honor
the nature of the glade, or defend its territory?
38
Locus
A locus is a center and fountain of spiritual energy (or
Essence). Loci also represent crossing points between
the spirit world and physical world.
For more detail on loci, see pp. 260264 of Werewolf:
The Forsaken.
Creating: Uratha must invest 150 points of appropriately resonant Essence into an object to increase that
objects locus rating by one point. That Essence must
remain undisturbed for a full week. For more information,
see Werewolf: The Forsaken, p. 262.
Eliminating: To eliminate a locus, the pack must destroy the physical object that encapsulates the locus, and
then counter the ambient resonance of the area by investing 150 points of Essence whose resonance opposes the
local resonance. Each time this is done, the local areas
potential to serve as a locus decreases by one rating point.
Benefits (free-form): See Werewolf: The Forsaken,
p. 262.
Merit: A locus that is fully under the control of the pack
counts as a Merit whose rating is equal to the locus rating.
Resonance: As appropriate to the locus
Problems and Hooks: Loci are central points in the
lives of the Uratha. Spirits congregate near loci, Uratha
rely on loci to accumulate Essence, the Gauntlet is thin
near them and loci can even alter the local landscape and
mood through their resonance. Azlu, in particular, like to
hunt near loci. By a locus very nature, a locus is sure to be
the focus of many stories over the course of a chronicle.
S hoal
A shoal, as described on p. 258 of Werewolf: The
Forsaken, is a pool of negative emotions and nihilism.
Uratha who enter a shoal find themselves too overwhelmed by ennui to stand up and leave the area, even in
the face of hunger or other stimuli.
Creating: Like many other negative manifestations of
the Shadow, shoals may come into being from any number
of stimuli. Shoals seem to be particularly attached to the
emotional echo of extreme inaction and negativity. The
site of Kitty Genoveses murder in New York City (a young
woman was raped and murdered while her neighbors watched
without calling the police or intervening) is a shoal. Some
crack houses cause shoals to come into being. An Internet
caf where a patron died by sitting and playing video games
for more than two days could also create a shoal.
Eliminating: The bleak resonance of the shoal must
be countered with action and Essence tinged with enthusiasm. Just as healing a Barren or Wound, this is a process
that requires great effort over an extended period of time.
Benefits (free-form): There are no benefits to having a shoal in your territory. An attempt to leave a shoal
requires a Resolve + Composure roll (any wound penalties
apply); failure prevents departure, and each subsequent roll
suffers a cumulative 1 penalty.
39
Merit: (No cost)
Resonance: Depression, sloth, introspection, paralysis
Problems and Hooks:
A packmate or mentor goes missing; she was last
seen wounded near an area known to be a shoal. The pack
must find her before anything else does.
Some spirits are rumored to be immune to the taint
of the shoal. These predators wait for passersby to become
overwhelmed by listlessness, and then attack. The trapped
person or werewolf can defend himself, but cannot flee.
Verge
Verges are fleeting places where there is no Gauntlet
at all the barrier between worlds has worn so thin that
a person or spirit can cross from one world to the other
freely. On certain nights, a person might walk down the
wrong alley and find himself between the twisting buildings of the Shadow. A verge is not a constant feature;
most seem to manifest only once a year, or even less frequently. Verges do not generate Essence they are simply
portals across the Gauntlet of temporary nature.
Creating: By their nature, verges are difficult to
predict, much less create. Some werewolves believe that if
a nest of Beshilu is left alone too long, they might gnaw
several verges in the local Gauntlet. Some verges manifest
on the anniversary of spiritual events of particular force,
which would imply that creating a similar event would
have a chance of creating a verge. Unfortunately, which
factors contribute most strongly toward a verges creation
have yet to be determined.
Eliminating: Rites that raise the Gauntlet, such as
Fortify the Border Marches, can temporarily seal a verge.
No rite seems to be able to permanently remove a verge
from existence, as the rift between worlds may yet return
when the time becomes right once more.
Benefits (free-form): A verge provides instant access to and from the spirit world, which makes a verge a
painless way to step sideways. Of course, this benefit is
available only on nights when the verge manifests, which
is a considerably limiting factor.
Merit:
Resonance: None innate
Problems and Hooks: A verge tends to provide far
more problems than benefits to a werewolf pack. While a
verge remains open, humans become lost in the Shadow
where they have little chance of survival, and spirits move
freely into the physical world to pursue their own ambitions. The night a verge opens in a packs territory is sure
to be a busy one for the pack.
Window
Occasionally a window between worlds opens, allowing viewers on either side of the Gauntlet a clear view
of what lies on the other side. A spirit window doesnt
remain open at all times, mostly remaining present
but opaque. Between the hours of midnight and 12:03, a
Wound
To an observer in the spirit world, a Wound seems
like a street corner in Hell. A Wound vomits forth
extremely negative Essence; a Wound is a site where the
spirit wilds themselves are damaged. Wounds are full of
violent, diseased, corrupt spirits that gnaw on the vile
Essence belched forth from the site, and then fight among
themselves or assault travelers.
Creating: Thankfully, Wounds are not easy to create.
They erupt only in the spirit wilds echo of a location
where true horror occurred plague, natural disaster or
genocide or other mortal atrocity.
Eliminating: There is no known certain way to
destroy a Wound. Destroying it is a war, not a battle; the
process requires driving away or capturing the spirits that
dwell there, enacting powerful rituals of cleansing and
working diligently in the physical world to soothe the
painful memories associated with the place.
Spirit/Supernatural
Territory D escriptors
The following descriptors could feasibly apply
many territory elements,
within reason. Few places
have more than one descriptor, and many places
have no extra descriptors
at all. Each descriptor
has the same sorts of
features as those already
described; the only difference is that descriptors add to an existing
territory element. Merit
costs that are listed as
+ mean that they add
one dot to the Merit cost
of an existing location.
A cost means that
the element is one dot
cheaper than it would
ordinarily be (though
no elements cost can
ever be reduced below
free).
Storytellers and
other players are within their power to veto an
especially silly combination
(particularly the stacking
of descriptor on descriptor a
bloody arcane haunted site, for
instance), but, in general, troupe are
encouraged to say yes to unusual ideas if they are
well-justified or would lead to good and believable stories.
A mbush Site
This descriptor represents a location within the packs
territory where all of the Uratha of the pack know that
they can get the drop on enemies wandering through. It is
up to players to define and describe why a given location is
a good ambush site. It may be a blind alley, a killing field
40
Arcane
An arcane area sees
traffic from one or more sorcerers, witches or other magic-using
humans. The pack may see them as potential allies or
deadly enemies, but usually the two groups settle into a
loose rivalry where supernatural features of the area are
concerned.
Creating: Many things can attract mages to a location. Loci seem to attract them, as some mages relish the
powerful Essence flows near a locus. Some mages also summon spirits (and know enough to summon in a location
that is resonant to the spirits type). However, sometimes a
41
cabal of wizards is attracted to a location that has a thick
Gauntlet and a weak connection to the Hisil. Few Uratha
mystics can even hazard a guess as to what such wizards
are up to.
Eliminating: Uratha may find it easiest to simply
slaughter mages who intrude in the packs territory, but
there are two primary complications to this. First, mages
are powerful beings; their most elder scholars can hold
their own against a pack of werewolves, and a cabal of
mages is certainly capable of fending off a pack. Secondly, even if Uratha can drive off or slaughter local
mages, whatever causes this area to be arcane will remain;
werewolves must trace the magical anomaly that makes
this area so interesting to wizards, and somehow eliminate
it, if the werewolves wish to rid themselves of interested
wizards.
Benefits (free-form): Uratha who cultivate an arcane
area or otherwise retain friendly relations with local mages
receive a 1 experience point cost to purchase or improve
wizardly Contacts. Many mages are attracted to centers of
learning; Uratha of a more scholarly bent may find arcane
areas to their liking.
Merit: +
Resonance: Learning (not necessarily wisdom),
secrets, mystery, change
Problems and Hooks:
Mages who summon spirits from the Shadow are in
direct violation of werewolves edict to patrol and protect
the Border Marches. Few mages are aware of the laws of
Father Wolf, but powerful human shamans have posed
problems for Uratha since before the Fall. Keeping such
beings in check is an important task for dutiful Uratha.
A wizard creates a powerful artificial person a
robot, or animated statue or column of sentient muscle
and sinew. This creature seems to be truly sentient, and,
for whatever reason, it is immune to most magic. Magical
contacts approach the pack for help; an aggressive pack
will find that most Gifts dont work against the artificial
person. If the werewolves wish to destroy it, theyll have to
get down to tooth and claw.
In order to power a mighty spell, mages who live
nearby need body parts from a werewolf whether living
or dead. There are plenty of ways this could go: Wizards
might begin to hunt the Uratha (a nice play on the games
hunt or be hunted theme). Sufficiently sympathetic
mages might ask for (or offer to buy) blood, fur or claws.
Or the mages might go after nearby Pure Ones.
Contested
A contested element is one that is directly and
actively fought over by the players pack and another pack
of Uratha. Werewolves must use caution in any conflict,
for their Rage may get the best of them, and yet the People
may not slay the People without grievous repercussions.
Creating: A pack can easily create a border region by
raiding another packs territory the border region then
Notorious
This chunk of the packs territory is sufficiently weird
that a few unusual humans are attracted to it. Humans
tend to be curious monkeys; while most humans will avoid
overtly dangerous areas, this particular place isnt so much
dangerous as it is interesting to mortals. The humans in
question may be just a lone hunter, a small group of monster-hunters or an arm of an organization such as the
Catholic Church. The mortals probably have no idea what
a werewolf is, beyond what theyve seen in movies and
they may well have no idea that the pack is in fact a group
of werewolves. The humans only know that weird shit is
going on, and they are curious enough to stick around and
try to learn what.
Creating: Werewolves can create an air of notoriety
by being sloppy or by allowing particularly vibrant spiritual activity to run unchecked. When adding an area like
this to the packs territory, be sure to describe precisely
what attracts local weirdoes, and at least make a first pass
as to what they think is going on.
Eliminating: Stay away. Destroy any wayward spirits.
Create fake evidence that explains the weird stuff away
(swamp gas!).
Benefits (free-form): Curious mortals of the attractive sex are even more powerfully attracted to creatures
such as Uratha than ordinary mortals are +1 die to
seduce curious mortals in your own territory. The presence of mortals with pet theories regarding local weirdness can help to explain away actual weird stuff +1 to
Subterfuge pools to cover up supernatural activity in such
an area. One experience point cost discount on Allies or
Contacts in the monster-hunter hobby.
Merit: (No change)
Resonance: Secrets, paranoia, dread
Problems and Hooks: Notoriety may be what draws
the pack to claim a section of territory as the packs own
in the first place. Local urban legend may lead a pack to a
potential locus or to supernatural activity that needs to be
quelled for the good of the area.
42
H aunted
The area in question is infested with one or more
ghosts. For the most part, ghosts in the World of Darkness
are the emotional impression left over by particularly violent deaths or by those who died while still leaving something important in their lives unresolved. Some ghosts are
self-aware they realize that they are ghosts. Others are
mostly self-aware, but do not realize that they are ghosts.
Still others are simple whorls of rage, or mindless automatons, endlessly repeating the actions immediately preceding their demise.
Although ghosts have many things in common with
spirits, ghosts are not spirits, and werewolves have fewer
means overall to deal with ghosts than with spirits.
Creating: Haunted areas are most likely to arise in
locations commonly associated with death be they the
sites of a murder or suicide, a cemetery or even a church or
other memorial site. Uratha sometimes inadvertently create a haunted area by killing humans and creating ghosts.
Eliminating: A haunted area can be eliminated by
destroying the ghosts in it, or by helping them let go of the
mortal world. This activity depends heavily on the ghosts
nature; a werewolf is well-advised to do some research into
local history to discover what may be the events surrounding a ghosts mortal life.
Benefits (free-form): The dead are inherently unnerving to humans; decrease humans effective Willpower
by 1 for purposes of Lunacy while the human remains in
a haunted area. Ghosts see and hear a lot of things that
mortals miss, as ghosts lurk invisibly near areas that were
important to them in life. A ghost may be willing to part
with useful information in return for a treasured reminder
of the living world.
Merit: +
Resonance: Death
Problems and Hooks: Some ghosts are openly
hostile, and even those who arent may make life difficult
for the werewolves nearby. A haunted area may also gain a
measure of notoriety (see below).
M edia Center
This feature gets a lot of attention from the local
media. A media center may be a hub of local politics or
sports, or be frequented by celebrities. Events that transpire in such an area are much more likely to get attention
from local media for better or worse.
43
Creating: Attracting the attention of local media can
be achieved in a number of ways, though the most effective is to study the local media for patterns of what they
find most newsworthy and then arrange for such news to
happen.
Eliminating: Many reporters, cameramen and talking
heads are easily scared away from dangerous locations.
Real reporters whether print, radio, television or
Internet will only become more intrigued by a dangerous area. Such individuals must be bored away; a pack attempting such a thing must actively suppress newsworthy
events for at least six months.
Benefits (free-form): 1 experience point cost to buy
media-related Contacts (as newspeople are always lurking
around somewhere). Werewolves looking to publicize local
goings-on can do so with +2 dice to their pool by taking
advantage of a media center.
Merit: +
Resonance: Exposure, light
Problems and Hooks: The primary fear that Uratha
must have regarding a media center is that of exposure. A
pack of werewolves ripping one of the hithimu limb from
limb in the background of a television report on the local
sports team could be disastrous.
Neutral Ground
Neutral ground is territory that no pack claims, and
which all local packs agree is free for all. The local Pure
Occluded
An occluded area is one through which it is exceptionally difficult to track prey. There are numerous strange
smells, sounds and frequent piles of debris that serve to
hide prey and make it more difficult for a predator to keep
tabs on his quarry. This could represent anything from a
stretch of wilderness with many small streams that break
up scent trails to the mess, stink and noise of a stockyard.
Creating: Uratha who want good hiding places or
escape routes may create their own mazes perhaps in a
junkyard or thick forest. This is mostly a matter of physical labor; perhaps a good week of labor is required to build
such a site.
Eliminating: Only hard physical labor should clean
up an occluded site.
Benefits (free-form): +2 dice to all Stealth rolls to
those who are familiar with the occluded site.
Merit: +
Resonance: Escape, safety, hunger
Problems and Hooks:
A rival pack discovers the occluded area and spends
enough time surveying it that they can take advantage
of it; that rival pack begins to use the occluded area as a
staging ground for their own activities within the packs
territory.
Poor
In game terms, a poor area is one where the average member of the population has a lower-than-average
Resources. Most people in a poor area have no more than
one dot in Resources; many have zero dots of Resources
and lead truly desperate lives.
Creating: The causes of poverty are complex beyond
the ability of this sourcebook to trace. Widespread crime,
violence and destruction can lead to increased poverty in
a neighborhood, as those with the resources to leave do so,
leaving only the poor behind.
Eliminating: As with creating, this is a complex
issue. One sample way to eliminate the poor descriptor
44
Pure
Related to contested areas, Pure areas are those for
which the pack must vie with the Pure Tribes for control.
These areas are specifically sacred to the Pure Tribes; for
some reason, any pack of the Pure that knows of this space
is likely to come after the pack and challenge the packs
control of the space. Pure areas are more dangerous to the
Forsaken than Border areas are; struggles for dominance
between cousins are common and rarely end in death,
but a battle between a pack of the Forsaken and one of the
Pure may well end in death. Additionally, the Pure have
the same expansionist and territorial imperatives that the
Forsaken have. If the Pure contest for the financial district
today, they may well be coming after the citys nearby
waterfront next.
Creating: The players pack may add a Pure region
to the packs territory by seizing a bit of territory from a
nearby pack of Pure Tribes. This isnt trivial, of course; it
is likely to lead to ongoing guerilla combat until one pack
or the other withdraws. The Storyteller may turn part of
45
the packs territory into a Pure area by having a pack of
the Pure invade it.
Eliminating: There are three ways to make an area
no longer Pure: the pack of Forsaken can destroy or drive
off nearby Pure (however, as described above, if another
pack of Pure Tribes comes through the area, the Pure are
likely to be equally angry with the pack for its control of
this place), or the pack can withdraw from the area, yielding it to the Anshega (the area remains Pure, of course, but
it is no longer part of the packs territory). Lastly, the pack
may come to some kind of agreement with the Pure. This
is unlikely in the extreme.
Benefits (free-form): None
Merit: - (two dots cheaper)
Resonance: Per the base feature
Problems and Hooks: Even a single Pure is a major
problem. It is up to the Storyteller to determine the packs
motivations and activities. While the Pure may not be
actively expanding into the players packs territory, they
wont want to hold hands and sing Kumbaya either.
However, if the troupes pack spends all its time worrying
about (and attending to) the Pures activities, the rest of
the packs territory will begin to fall apart.
Rich
A rich area in the packs territory is one where the
average Resources is higher than normal. When applied
to a given feature in the territory, rich simply means that
feature is especially ritzy. A rich shop might be a highclass clothing store or expensive restaurant. A rich apartment building might be a secure, downtown high-rise.
Creating: Money attracts money. Persuade a few
wealthy people to begin frequenting (or live in) an area,
and more are likely to come. Politics, Bureaucracy and
Finance rolls may come in handy to help control zoning
and taxation in appropriate ways.
Eliminating: Increase the level of violence and crime
in an area to drive rich people elsewhere.
Benefits (free-form): Money tends to attract money.
To purchase the fourth or fifth dot in the Resources Merit,
the cost is 1 experience point.
Merit: +
Resonance: Wealth, greed
Problems and Hooks: Rich areas are more secure
than poor ones. Police presence is greater, and private security is much more prevalent. 1 die to all Larceny pools
in a rich area.
Sanguine
A sanguine area is one frequented by vampires. As
hunters of human blood, vampires prefer to prowl areas
where a lone human might be caught and drained of blood
without alerting the authorities. These areas may be college
campuses, nightclub districts, slums or nearly anywhere else.
Most vampires prefer city living more victims per acre
but some can be found in the wilderness.
Virgin
Virgin territory is land that humans have never set foot
in or, at least, land that humans have left no mark on.
Creating: Either a place is virgin or it isnt; the mark
of humanity cannot be scrubbed from an area.
Eliminating: Easy. Invite a group of humans out to
the special place in the woods that you know about.
Benefits (free-form): Essence generated in a virgin
area is especially potent for spirits not associated with
humankind. The resonance of a virgin area may be nearly
anything of the natural world. A locus in a virgin area
that produces an appropriate resonance produces one additional point of Essence per day. (A Rating 4 virgin locus
with a forest resonance would produce 13 Essence per
day.) If materials to create a fetish are taken from a virgin
area, the ritualist may add 1 to his dice pool, as long as the
fetish and spirit are of an appropriate resonance. A locus
in a virgin area is increased in strength by 1 Rating point.
Territory Descriptors
Territory-Wide D escriptors
Arct ic
This descriptor applies to regions north of the Arctic
Circle or south of the Antarctic Circle (more than 66
degrees from the equator) though, as with tropical, if
the group generally agrees that a given area is effectively
arctic, regardless of its actual latitude, this descriptor can
apply. These are cold regions deadly in deep winter and
only mild in the summer. True arctic regions (beyond 66
degrees latitude) experience midnight sun in summer, as
the sun stays above the horizon for six months, and noon
moon in winter, as the sun stays below the horizon for six
months.
Effects: 1 die to summon spirits of heat, fire, water
and fertility. +1 die to summon spirits of cold, snow and
winter. 1 die to Survival pools during winter; +1 die to
Survival pools during summer. The midnight sun tends
to keep away vampires and nocturnal spirits (5 dice to
summon nocturnal spirits during summertime), while the
noon moon attracts both (+5 dice to summon nocturnal
spirits during winter).
Dry
This descriptor applies to any region that generally
experiences low rainfall. The area doesnt have to be a
desert the plains of western North America can be
quite dry without being a desert.
Effects: 1 die to summon spirits of water; +1 die to
summon spirits of wind or fire. 1 die to Survival rolls
generally, as water is hard to find (except for tracking and
similar uses of the skill).
H igh
This descriptor refers to any region that is above
5,000 feet in altitude. The air is thin here; nights are
colder and days hotter than lands lower down.
46
Tropical
This applies to tropical or subtropical regions technically, tropical areas are within 23 degrees of the equator,
but the group is welcome to define certain parts of the
United States (for instance) as being effectively tropical.
These are hot regions sometimes deadly in the summer
and only mild in the winter.
Effects: 1 die to summon spirits of snow, cold or
winter; +1 die to summon spirits of heat and fire. 1 die
to Survival pools during summer; +1 die to Survival pools
during winter.
We t
This descriptor refers to any region that experiences
regular heavy rainfall, such as coastal tropical areas or
ocean islands. The region may suffer a monsoon season, or
may simply be generally rainy.
Effects: +1 die to summon spirits of water; 1 die to
summon spirits of fire. +1 die to Survival dice pools if they
pertain to tracking footprints, unless it has rained since
the prints were made (in which case 4 dice).
47
Intense Weather (lightning strike bursts
of enormous quantities of Essence too great for a
single werewolf or spirit to hold)
Projector/Platos Cave (echoes of
real/unreal places, things, spirits, mortals or
werewolves)
Territorial M erit s,
Gif t s and Rites
M erit s
E yrie ()
You know the best lookout points and lines of sight
within your packs territory. You receive +2 dice to all
Perception pools while within your own territory, and if
you attack a foe at range, you receive +1 die to your pool
to do so.
This Merit can only be learned by a werewolf with a
defined territory.
Secre t Paths ()
You know better than anyone else how to move
around your own territory unobserved. You receive +2 dice
to Stealth pools while in your packs territory. Moreover,
if you have one turn to prepare, you can quickly rig up
a good hiding place that gives an additional +2 dice to
Stealth pools and one point of cover.
This Merit can only be learned by a werewolf with a
defined territory.
S hort Cut s ()
You know the best, fastest routes through your packs
territory, even if they involve going across rooftops or
through basements. Once per session, if your path is
blocked by an obstacle within your own territory, you can
declare to the Storyteller that you know a shortcut that
lets you bypass the obstacle without slowing you at all.
This Merit can only be learned by a werewolf with a
defined territory.
Local ()
You are so comfortable within your packs territory that you blend right in with local humans. They
accept you as one of their own. You receive +1 die
on all Social rolls when dealing with humans
in your territory. Humans in your territory
unconsciously suspect that theres something
strange about you, but know that you are one
of them humans in your territory receive
+1 to their effective Willpower to resist Lunacy that you cause. If you are seen alone in
Urshul form in your territory, for instance, the
Willpower 5 observer reacts as though he had
Willpower 6. If you and your three packmates
(who lack this Merit) all shapeshift within
sight, the same guy would respond to you all
with his base Willpower 5.
This Merit can only be learned by a
werewolf with a defined territory.
Nimble D efender ()
You know the best spots from which to defend
yourself in your packs territory. When in your
packs territory, you receive +1 to your Defense score.
In addition, you receive +1 die to Athletics rolls to move
around within your territory (to keep your footing, climb
or keep your balance, for instance you know that Old
Man Ratcliffes roof is slippery, but your foes do not).
Territorial Merits, Gifts and Rites
Scout ()
You are exceptionally talented at scoping out an
enemys territory, so long as you are not interfered with
and dont attack. You receive +1 die to Perception and
Stealth dice pools in a rival werewolfs territory.
S taunch D efender ()
You are especially fierce when defending your packs
territory. When in your packs territory and fighting an
invader to that territory, receive a bonus die to all attack
pools made with claws and teeth. This Merit does no good
against any humans, other werewolves or other supernatural creatures that live within your packs territory, or spirits
that belong there (or that you have summoned there).
Your ferocity in defending your territory gives you 1 die
to resist Kuruth while doing so.
This Merit can only be learned by a werewolf with a
defined territory.
Vicious A t tacker ()
You have no respect for other werewolves territory
and see their territorial claims as a challenge to your own
dominance. When invading another werewolfs territory,
you receive +1 die to attacks made with claws and teeth
against that werewolf or his allies. This Merit does not
provide you with any benefit against humans or supernatural entities that live in your opponents territory, unless
they specifically take up arms to help those werewolves.
(If the local police attack you because you appear to be a
shotgun-toting maniac, you get no benefit from this Merit;
if a werewolfs spouse attacks you because you are fighting
his wife, this Merit does apply.) This Merit provides you
no benefit if you are fighting another werewolf in neutral
ground or in territory he does not claim as his own.
Territory Gif t s
Uratha instinctively know that they must claim territory as their own. These Gifts aid werewolves in protecting
their own territory and assessing the strength of rivals who
control territory nearby. These Gifts are open to Pure Ones
as well as the Forsaken. Territory is critical to a werewolf:
this is an open list, and any werewolf can possess these
Gifts as if they had tribal or auspice affinity for them.
Each of these Gifts relates to a packs territory in
some fashion. Generally speaking, a section of territory is
considered claimed by a pack only if the packmembers
have taken some pains to make it so; packmembers who
say they control a street they havent ever set foot on
doesnt claim that street for purposes of this Gift. Only
land thats been patrolled, fought over, laid stake to via
the Howl of Ownership (see p. 50) or otherwise seen a
genuine werewolf presence counts.
L ay
of the
L and ()
48
M inor Sending ()
Minor Essence flows crisscross every werewolf packs
territory. With this Gift, the werewolf may infuse one or
more Essence onto one of these minor Essence flows and
whisper a message for a packmate. The packmate can be
any distance away, so long as both are within the packs
territory, and will still hear the Gift users message as if
whispered directly into her ear. This message cannot be
tapped or intercepted.
Cost: 1 Essence
Dice Pool: Presence + Expression + Cunning
Action: Instant
Roll Results
Dramatic Failure: The message fails to arrive at all.
Failure: The message arrives, but is garbled beyond
understanding.
Success: The Gift user is able to transmit a whispered
message up to 30 seconds in length. The message travels at
about 200 miles per hour, or about half a mile per turn, so
if the packmate is two miles away, the message needs four
turns to arrive.
Exceptional Success: As with an ordinary success,
but the Gifts recipient actually receives the spent point of
Essence as it chases the message.
Sense
of the
Territory ()
49
disturbances are. He can learn the location of any loci in
the territory, as well as the presence of any spirits of Rank
3 or higher or werewolves. This Gift only works within the
werewolfs own territory.
Cost: 1 Essence
Dice Pool: Wits + Politics + Wisdom
Action: Instant
Roll Results
Dramatic Failure: Every werewolf and spirit in the
packs territory instantly learns the Gift users location.
The Gift user receives no information in return.
Failure: No effect; the Essence spent is lost.
Success: The werewolf learns the location of all loci
higher than in rating and all werewolves and all spirits
of Rank 3 or higher within his packs territory. The Gift
reveals only the presence of potential intruders on the
same side of the Gauntlet as the user; if the Gift user is
in the Shadow, the Gift will reveal only the location of
spirits and werewolves who are likewise in the spirit world.
Exceptional Success: The Gift reveals the presence of
significant intruders on both sides of the Gauntlet.
Animate
the
L and ()
Disrupt E ssence ()
Within your packs territory, you can cause spirits and
werewolves to waste Essence in powering their supernatural abilities. This may make them resort to physical
tactics, or stay out of your territory entirely.
Cost: 3 Essence
Dice Pool: Presence + Occult + Honor
Action: Instant
Roll Results
Dramatic Failure: The Gift effects rebound on the
user. The user cannot use any more Territory Gifts until a
day and a night has passed.
Failure: No effect; the Essence spent is lost.
Success: For a number of turns equal to the number
of successes rolled, any creature that is not a member of the
Gift users pack must spend twice as much Essence as would
normally be indicated to power a given ability for as long
as the creature remains within the Gift users territory. For
purposes of this Gift, a pack totem is considered to be part
of a pack (and therefore does not suffer that penalty).
Exceptional Success: The Gift user may also designate up to five entities that are not members of his pack
who do not suffer this penalty.
New Rites
H owl
of
Ownership ()
50
Rite
of
D esert R ain ()
51
Exceptional Success: Successes are gained; the
ritemaster or anyone assisting the rite must spend one Essence. If the total amount equals or exceeds 45 successes,
the rites effects last for 14 days rather than seven.
Besieging
the
S hadow ()
Rite of
()
the
Border Citadel
52
Chapter
if wed let them, but this is our home. We can fight for it.
That seemed important.
The pack isnt here. Its just me, and I dont know what
to do, but I know I dont want this crazy shit tearing up
my house. I try to change, but he turns and fixes me with
a glare that freezes me in place. I try talking, but he
just runs over to me and rakes his dirty, ragged fingernails over my face.
Where is it? I try to answer, but I cant. I said you
kids could live here, as long as you didnt touch it. But now
its gone. Youre all going to die if I cant find it! WHERE
IS IT?
Land
the
Mapping
53
The Territory Is
Character
The Goal
The characters know they want their own turf and
have settled on the territory they wish to claim. The
challenge, however, comes in actually doing so. Maybe
other Uratha already claim the land why, then, do the
54
of the
Nigh t
The Refuge
The packs territory can be a place where they are
safe. Territories like this should be small, because, in the
World of Darkness, safety is an extremely rare commodity.
In fact, a safe haven of any kind might seem counter to
the themes of Werewolf, but consider that if the characters truly are safe within their territory, they must work to
remain that way. Letting a rival or enemy see where they
make their homes is dangerous in the extreme, because
doing so opens the territory up for invasion. Keeping a refuge secure requires more than just physical security, which
werewolves are usually quite capable of providing. Keeping
a refuge secure requires making sure that no one is spying
on the territory from nearby vantage points and requires
keeping the Gauntlet strong enough that spirits cant just
come bursting in, but still being able to peek across at the
Hisil occasionally. This, in turn, means keeping an eye
out for shartha, since both the Azlu and the Beshilu have a
vested interest in the strength of the Gauntlet.
If the territory includes a locus, the pack has even
more to worry about. Spirits congregate at loci to feed,
both on the Essence given off by the locus itself and on
other spirits that cluster near it. If the pack can nudge the
spirits into a kind of equilibrium, so that weak spirits feed
and are fed upon and more powerful spirits dont feel the
55
need to cross into the material world, the characters can
keep their refuge peaceful. That, of course, doesnt stop a
nomadic pack from discovering the locus, draining it dry
and thus upsetting this equilibrium.
Story Hook
The Concrete Grave
The territory is a few square blocks in the
city that some few Uratha in surrounding areas
know as the Concrete Grave. Back when that
section of the city was being built, several
packs of Uratha fought each other. Many of
them entered Kuruth, with the result that when
the dust finally settled every pack had lost at
least one member. In shame over murdering
the People, the survivors buried their dead
beneath what would become the foundations
of buildings and the streets of the city. Those
Uratha still live, but never speak of the Concrete
Grave, except occasionally to each other.
Know
the
Territory
H ome Turf
The absolute best way to get a feel for an area is, of
course, to live there. If you live in Ohio and want to set
your chronicle in England, of course, this probably isnt
possible, but you might consider the possibility of setting
56
W hole Cloth
Another option, of course, is to make up the locale.
Movies, books and comics do this often, because its often
easier to make up a city than to keep abreast of whats going on in the real world and because then the creators can
alter or even destroy the city without causing outcry from
the real-world inhabitants. If you go this route, you need
to answer all of the questions presented in this chapter
concerning the territory, and also consider a few others.
What, for instance, is the main industry of the area?
Is it a small town in which most of the citizenry work in
a factory or mill, or a bustling metropolis built on a given
industry (steel, coal or shipping, for instance)? What is the
rough population of the city, and what are the dominant
ethnicities? You might also consider what the religious
and cultural breakdowns of the city are, especially if the
characters are native to the area.
Are there universities, and if so, how many and of
what quality? How old is the city and how does its history
fit in with that of the country? What occult secrets lie
buried beneath the city (this being the World of Darkness,
there should be some such secrets)?
What is the overall tone of the city? Is it dark, brooding
and gothic or deceptively bright and cheery? Do the citizens
smile to each other but nurse deep-seated loathing for a
given type of citizen (blacks, gays, Native Americans, etc.)?
Is the city a hotbed of liberalism or a staunchly conservative
community? These questions will help you determine the
spiritscape of the city, what types of loci it boasts and the
57
general mindset of the citizens (which is important if some
of them discover werewolves in their midst)?
Le t
the
Players D efine I t
Anecdotes
A good way to give the players some say about the
territory (and to let them do some of your work for you) is
to ask them to come up with stories, anecdotes and rumors
about the area. You can do this in many different ways:
Hot seat: Put each player on the spot and ask him
questions regarding his characters relationship with the
area. Use more specific questions than the ones presented
above, though. Some suggestions: What is your characters
favorite place to eat? Where does your character never go
alone if he can help it? What was your characters favorite
nightspot or hangout before the Change? Does he still go there?
Dont let a player answer more than two or three
questions before switching, and try to avoid posing all of
the same questions to all of the players (though keeping
one question the same across the board is a good idea,
because it not only fleshes out the territory but gives you
some sense of the differences between characters).
Start a rumor: Have each player come up with
a rumor, urban legend or weird story that her character
heard, relating to the territory. Encourage stories that are
related to places rather than people. People are mobile, but
if the story is about a barbershop where by paying an extra
$20 you can get a special jar in which to keep your hair,
the characters can theoretically go visit that spot.
Write down the rumors that the players come up with
so that you can work them into stories later on. Encourage
the players to keep the rumors non-specific, but visceral. I
hear an Azlus hanging out by the old mill limits the type
of story you can tell considerably. I heard that nobody
who lives near the old mill can keep pets unless theyre
strictly indoors they just disappear allows the Story-
Ground
the C hronicle
in the Se t t ing
O ther Uratha
You dont need to write up character sheets for each
and every werewolf in the area, but you should make a list
of any packs that the characters might meet and include
the names, auspices, tribes and rough power levels of
their members. You can use the characters provided in
the Rockies Appendix of Werewolf: The Forsaken as
a yardstick. A young pack might be made of characters
comparable to Moriarty, while a pack meant as foils, mentors or rivals to the players pack might be more like New
Hope or Jagged Skys pack. When creating these packs,
consider how long they have been in the area, what their
relationship with the territory is and, if they claim their
own turf, how they go about defending and patrolling it.
In fact, most of the questions and considerations in the
section above should be applied to important Storytellercontrolled packs as well. You might consider thinking up
a few rumors or stories ahead of time, just so a pack has
something interesting to tell the players pack. The rumor
doesnt have to be anything related to the ongoing chronicle, but if the players decide the rumor sounds interesting
and follow up, you need to be ready to tie it back into the
story or let it play out into an interesting chapter.
R umors
and
Chatter
You can use Storyteller characters relating rumors and stories to the pack as a way to
further the plot of the chronicle, or to simply
give the players a hint of what else is out there.
58
59
Wolf-Blooded
Uragarum are sometimes considered to be part of a
territory. These people might not even know what they
truly are, but werewolves fight over them just the same.
Not every pack cares about having potential mates among
the wolf-bloods, but some packs are protective of their
human family. Remember, too, that wolf-bloods are often
resistant (though not immune) to the Lunacy, meaning
that if a wolf-blood lives in the packs territory she might
be able to remember a pitched battle between Uratha, or
stand her ground as the werewolves change shape. Wolfblooded offer subtle story possibilities, but its certainly
worth considering whether or not they share the characters turf.
Vampires
and
M ages
Spirit s
How many loci an area contains, what kinds of spirits
they attract and how those spirits deal with werewolves
60
61
Plus, coming together under a totem helps the
pack to establish an identity for itself, provides a
look at the packs dealings with the spirit world
and opens the door for the possibility of dramatic
conflict. What happens when the packs goals
conflict with the totems? What about when the
pack needs to violate the totems ban to accomplish an end? Also, all totems are spirits, meaning that they can be enslaved, destroyed and
consumed by other, more powerful beings.
If the players spent points on the Totem
Merit, they have already built their totem spirit.
They probably have decided how they found it
and gained its favor (or enslaved it). But if the
pack has yet to find such a spirit, hunting for a
totem spirit in their territory is a good way to
showcase the local spirit population and how it
relates to the Uratha as well as the particulars
of the territorys Hisil. As mentioned previously,
knowing the local wildlife is a good idea. If the
pack makes its home in Michigan, it is unlikely
to take Gila Monster as a totem, but Black Bear
might be a possibility.
H umans
Dont forget about normal humans when designing a
territory. They, after all, make up the most significant population. What are the people in the territory like? Hardened
urbanites? Simple country folks? Paranoid suburbanites,
who know each other only vaguely by sight? Are people
on the street friendly, curt or downright rude to outsiders?
Likewise, are the characters considered outsiders, or have
they been here long enough to know everyone?
Consider who the influential people are in the area,
as well. Whos the mayor of the city? What are the mayors
politics? Does he have an agenda that conflicts with something the pack might do? Influence can manifest in other
ways, too. The chief of police, county sheriff and district
attorney might merit some consideration, but what about
the animal warden? She and her staff are certainly going
to be notified if reports of wild dogs or wolves start coming
in, especially if the reports start becoming frequent. Medical examiners and forensic officials might also notice that
something strange is afoot if they are called to too many
of the characters battle sites, so its not a bad idea to give
names and identities to a few of these people. Reporters,
too, can be troubling, as can psychiatrists who notice
that just a few too many people seem to have recurring
nightmares about slavering wolves. Pastors, bartenders and
anyone else whom people talk to can learn enough about
the supernatural to be threats or contacts. If the characters are new to the area but a significant supernatural presence already exists, this kind of dynamic might already
be in place and the humans who are in the know might
actually come calling.
Zero Date
Then, Now
and
Later
62
at
Work
63
is the first priority because, without it, they cant access
the Hisil. You, as Storyteller, should be prepared for the
players to pursue any, all or none of these story hooks.
Timelines
As you consider what the status quo entails, consider,
too, what is going to happen in the near future if the
players dont intervene. For instance, you might decide
that the city boasts a lone Hunter in Darkness Irraka who
makes his home near the packs territory. The pack meets
him during the first story, and can choose to associate
with him or not at the packmembers pleasure. You might
decide that he is going to be murdered by the Lodge of
Crows for whatever reason about a month (in game time)
after the chronicle begins, unless the characters change
the situation. How they could change it depends on why
the Crows have marked him for death. The characters
might allow him to join their pack, or they might drive
him out of the area entirely. The point is, if they do not
change the situation in some way, he dies.
Dont become too attached to any plots that you
set up in this manner, because players have a habit of
changing everything. Just have a general understanding of
what will happen in and to the territory in the absence of
action by the players pack. The point here is that the territory is alive with or without the characters actions. They
can (and should) become important within the territory.
The story is about them, after all. That said, the territory
continues to change and grow even if they do nothing.
That doesnt mean it should necessarily improve or worsen
due to their inaction, simply that the players shouldnt feel
that every single thing that happens within the territory is
the result of their characters actions. If the only significant events stem from their escapades, the story seems
too artificial and contrived. Also, if the players see that
the world continues on even when their characters arent
paying attention, throwing in rumors and stories that
dont relate to the chronicle directly but help to flesh out
the world is much easier. If the territory exists only to prop
up the characters, then the players often feel obligated to
investigate every hook thrown at them, and this can be
overwhelming.
E volut ion
of the
Territory
Territories
Roleplaying
and
Thinking As
Werewolf
64
65
Get as specific as possible about what the borders
mean and how the pack controls them. If the players
know whats in the territory, they have a much easier time
thinking of it as theirs.
Territory as identity: As mentioned above, the
only creatures that truly understand a werewolfs territorial urges are other werewolves and creatures with
similar spiritual mindsets. Hosts and spirits of all stripes
understand why werewolves claim territories: its just what
Uratha do.
Players should understand that most beings, humans
included, just dont get it. Territory is important, on a visceral, instinctive level. At the same time, werewolves understand that all of their territory is, in a way, humanitys
territory. The Uratha have to share, but since they want
different things out of their turf than humans do (usually),
this isnt as painful as it would be otherwise. The point
here is that the desire for territory sets werewolves apart;
its part of being a werewolf. Vampires might fight over
good places to feed and mages have their own inscrutable
desires, but both of those entities are inextricably tied
to the material world (as far as the Uratha know). Werewolves have deeper concerns the hunt and the protection of territory are part of their identity. Is it any wonder
that they defend their territory so ferociously?
This also means that when a pack is outside of its territory, the werewolves dont feel comfortable. Away from
familiar ground, a werewolf never knows if she is about to
be ambushed by a native Uratha or a powerful spirit. She
doesnt know where the nearest locus is in case she should
need to enter (or leave) the Hisil, and she doesnt know
where the best places for traps and surprise attacks are.
The Storyteller can help convey this sense of unfamiliarity by using pure description rather than explanation. For
instance, the Storyteller might describe a building this
way: You smell the grease and cigarette smoke as you
come around the bend. Before you sits a brick building
with large glass windows and a dirty white roof. You can
hear the clink of silverware and scratchy music from a
jukebox inside, and the rumble of a motorcycle echoes
from the parking lot. Its fairly obvious that the building
is a diner or greasy spoon, but the players will probably
have to listen to the whole description to be sure. The
Storyteller can use this technique to strip the familiarity
from almost anything when the pack is out of its territory,
emphasizing the distance from safety.
Everything is a threat: Suppose the city opens a
free clinic in a packs territory. To the humans of the area,
this is welcome news. It means free health care, after all.
To the Uratha, though, the opening of a free clinic means
an influx of spirits that can gain Essence from such a
place (disease- and pain-spirits, for instance). A new clinic
means new construction, which disrupts the spirit world.
A free clinic means new people frequenting the area.
All of these things mean threats to the pack. Any of
the disease-spirits might grow powerful enough to infect
Territory
and
H orror
D eath R age
The inherent horror of caring about anything, a place,
person or object, is that something terrible might happen to
66
67
Xenophobia, the fear of strangers, is alive and well
in Uratha society. When one pack intrudes on anothers
territory, the result isnt usually outright combat, but this
is because jumping directly into a fight with an unknown
pack can be suicide. And besides, although no Uratha
wants to admit it, if a pack shows up in ones territory it
might because something is very wrong and the resident
pack doesnt even know it yet.
The invading werewolves might be in the territory
for quite a while before the characters notice them. The
resident Uratha might notice scent marks betraying the
visitors presence, and then notice that the marks are at
least a week old. What have the newcomers been doing during that time, and how have the characters missed them?
Internal H orror
The characters arent always on the receiving end
of horror, though. Sometimes the pack is responsible for
making the territory a more frightening and deadly place.
The ear-splitting howl echoing across a lonely rural valley
or through the quiet city streets sends the humans who
hear it running for home. A man walking to his car sees
something move in the parking lot shadows, and breaks
into a run. A woman wakes up in the middle of the night
to a scratching sound only to find the next morning
that the scratch marks are on the inside of her door.
Why would Uratha do these sorts of things? The
howls in the night can signify the loss of a packmate, the
triumph over an enemy or the beginning of a hunt. The
werewolf in the parking lot might be waiting for a contact
or getting the scent of his prey from one of the cars. The
woman who finds the scratches might be nuzusul, on the
cusp of her Change or her house might be home to a spirit
that the werewolves need to frighten away. The point is
that werewolves are monsters, and sometimes they terrify
the people living in their territories for reasons that have
nothing to do with the people themselves. The players and the Storyteller should consider what effect the
characters actions have on the populace. Humans very
rarely load their guns with silver and go hunting werewolves, but it has been known to happen. People only
get so scared before the fear turns to resolve, the terror to
righteous rage. Werewolves might make their territories
more horrific in an attempt to cow the people living there
(especially in less populated areas) only to have this plan
backfire with fatal results.
Actively making a territory seem more dangerous also
has spiritual dangers. While frightening humans isnt normally a sin against Harmony, if done too often or too cal-
E vent s, H ooks
and Locat ions
Trigger
E vent s
The following
section lists events
and occurrences that
characters can witness
while they are patrolling their territory,
engaged in other
business (which
raises questions of
priorities) or simply
going about their
lives. For the most
part, the list doesnt
explain the truth or
the backstory to the
event, just what the
characters would
see. This allows
you to tie these
events easily into your
chronicle. Likewise, if
you need to shake things up in your
chronicle, pick 10, list them in any order you like, roll a
die and see what comes up. The first 10 are fairly mundane
in the nature, while the last 10 are obviously supernatural.
Mugging. Variations: Gang-beating, rape.
Fire. Variations: Brush fire, inferno in office building.
Robbery. Variations: Burglary, hostage situation.
Car chase. Variations: Helicopter chase, foot chase.
Explosion. Variations: Shots ring out, massive car
wreck.
Gang brawl. Variations: Firefight, underground
boxing ring.
68
Character is shot (stray bullet, sniper, etc.). Variations: Hit by car, struck by falling object.
Corpse in trunk of car or inside house. Variations:
Body is being moved or altered in some way.
Lightning strikes near the characters. Variations:
Lightning strikes a person, lightning strikes a car and
causes it to crash.
Man is cutting himself with a knife. Variations:
Man punches himself in the face, squeezes a handful of
broken glass.
Spirit materializes, briefly, and then vanishes.
Variations: Spirit attacks a target once, spirit is a ghost.
Passerby stares at character for a
moment, then runs in panic. Variations: Passerby attacks character
in a blind rage, passerby starts
screaming at the character in
First Tongue.
Vampire feeding.
Variations: Creature
isnt drinking victims
blood but eating flesh,
vampire is feeding during the day.
Man vomits in
alley then stumbles away.
Vomit puddle is crawling
with worms. Variations: Puddle is on the
floor of a subway car or
taxicab, man collapses
and characters see worms
under skin.
The wind blows a
womans coat up, revealing a hole in her back.
Variations: Something is
living in the hole (cat, rat,
small grotesque humanoid),
something falls out of the hole
(ring, dead leaves, animal).
Glassy-eyed woman touches
a person; that person becomes glassy-eyed
and walks on while woman blinks and starts crying
in confusion. Variations: Woman touches character but
all character feels is a sudden pressure in his head, crowd
instinctively parts for glassy-eyed person.
Person sneezes into hanky and spiders crawl out.
Variations: Characters find the hanky crawling with tiny
black insects, man adjusts sunglasses and characters notice
spider legs protruding from eyeballs.
Footprints appear walking away from characters.
They run if chased. Variations: Footprints might be wet,
bloody, dirty, etc. Other detection methods broken
windows, snapped tree branches.
69
A persons reflection is markedly different from
him (different race, gender, age, etc.). Variations: Persons
shadow is absent or struggling to escape, reflection variant
only appears when viewed from the corner of ones eye.
Everyone who exists a certain building smells like
blood. Variations: Inside of building smells like blood,
peoples voices have an odd timbre after leaving building.
S tory H ooks
70
71
angry (and armed) farmers. Details: Tasty domesticated
prey animals, scarecrows, scent of manure or rotting fruit.
A dog pound, animal shelter, pet store or zoo. Mundane animals are often terrified of werewolves, and might
chew through their cages to get away from them. Details:
Animals with bloodied mouths, animal noises (barks,
roars, shrieks), chaos as animals get loose.
A hospital or nursing home. An emergency room
might make a good place for the end of a hunt the
prey might duck into the hospital to patch himself up.
Morgues, likewise, add some interesting elements to the
scene. Details: Antiseptic smell, beeps and whirs of machinery, chaos, well-trained people falling under
Lunacy.
A public swimming
pool, quarry or lake. Water
can be terrifying, and
even werewolves can
drown. Bodies of
water at night can
conceal almost anything. Details: Scent
of chlorine or lake
water, sounds of roiling water, footprints
in the mud.
A club, bar
or dive. A crowded
club is a panicked
stampede waiting
to happen. Suppose
the bar in question
happens to be a gang
or cop hangout,
though? Details: Under-the-table dealings,
smoke, cheap beer,
jukeboxes.
A fish market
or farmers market.
Thousands of strange
smells, which probably make tracking more
difficult. One spilled box of fish
makes for dangerous fighting conditions. Also, depending
on where the food comes from, strange spirits might have
72
Chapter
in the
Sand
Lines
Im
73
Section Title
Small Town:
Hood River
Overview
74
Its not the complete sticks, though, until one gets out
of Hood Rivers downtown proper. They have a decent
hospital, (small) law enforcement, the normal run of fast
food joints and a short series of local businesses successful enough not to close down. A 20-minute drive up the
mountain takes one to Parkdale. Technically another
township, Parkdale is still part of the Hood River county
and community, sharing the middle schools and the
single high school. Here, rural life becomes most evident.
Residents of Parkdale can get their gas at the small, nearby
market, but most locals keep a tank at least half-full on
their property. Trucks and other heavy vehicles, a fad and
conceit for most in the city, are real necessities here. The
snowfall can be heavy, and when it is, the runoff is even
heavier. Everybody here works for a living, and its not just
a moral decision for them to do so.
Also common to the Parkdale community is a strong
bond of blood. Some families roots are as deep as the
mountains and twice as thick. After generations and generations, these families have intermarried and, according
to the townies, laid claim to almost all the rural region.
Common jokes about Parkdales families revolve around
inbreeding, but the jokes are exceptionally exaggerated.
However untrue the jokes may be, some surnames are
ubiquitous throughout the region. Having so much family
so close makes reunions simple matters, helping Parkdales
inhabitants stay close and remain a fairly tight-knit community. Though the townspeople are not exclusionary or
unfriendly to outsiders, there is certainly a sense of being
out of the loop that, often, only a generation or two of
living there can fix.
Bennet Pass bounds the county on the south, but the
dominant packs territory finds its south end at the east
side of Mount Hood. High hills to the east and west of
Hood River make excellent natural boundaries, and no
wolf ever crossed the Columbia River to expand a territory. Before humans settled the region, the wilds of the
southern forests in the national park and the fertile earth
within in the valley meant no Uratha lacked for game,
and that hasnt changed much. Deer and other food only
occasionally visit the open lands in the valley now, but
there is still plenty to attract the Uratha to the untouched
forests around the mountain.
Recently, life in Hood River has begun picking up
speed. Tourists used to come in the summer to windsurf,
and the townsfolk were more than happy to take their
75
money. Now, the windsurfers are moving in, finding
niches in the area and economy where they can fit. With
them comes progress, new ideas and people who dont
know when they should shut up and go back inside.
Hood River is changing. New inhabitants call the
police when creepy things happen, and when the authorities do nothing, the new folk complain. Theyre starting
to affect others, too, people who grew up there but have
begun to wonder why they put up with the strange things
they do. Only Parkdale remains as it was, simply because
the inhabitants there refuse to sell. Hood River Valley is
in the middle of a social war: Parkdale is the headquarters
of the old families and Hood River proper is a flat-out
battleground.
Religion: Many of the people of Hood River are
religious, but it is usually a quiet piety. Only members
of the most evangelical organizations spend any effort
trying to spread the word among the inhabitants of the
town, most of whom are already entrenched in another
belief. One facet of small town life is that, while there are
significantly fewer people than there are in a city, religions
still have proportional representation among the populace.
They all want a place to worship, few of them want to
share and none of them want to drive an hour on Sunday.
So there are more than 50 churches in Hood River, supporting a population of little more than 5,000. A substantial number of the towns temples support no more than 25
to 50 members in their congregations.
Werewolves: Uratha of Hood River live, for the most
part, up in Parkdale. Its the highest place available in
the valley for a pack to live while still actually being in
Hood River. Living in Parkdale gives them the best access
to Mount Hood itself and the foothills around it, which
feature many opportunities for lone-wolf or pack excursions through the wilderness or up onto the lonely, snowy
slopes of the mountain itself. There are few roads that lead
directly to Hood River, and setting up camp in Parkdale
gives the werewolves the perfect vantage over the single
public road that comes straight over the mountain.
Before the population invasion, staying hidden in
Hood River was relatively easy for the Forsaken: they
didnt. Sure, they didnt parade around in Gauru form, but
they were visible and influential parts of their respective
families. After all, Uratha have been here as long as any
humans have, and Uratha are well-integrated into the few
clans that have been there since time before time. In fact,
Uratha founded most of those families, or at least co-opted
their bloodlines. One of the local (werewolf) legends
suggests that the old Uratha alphas set up the clan-like
structure of some families to strengthen the werewolf
blood. Whether that was out of pride or to defend the
region against evil is a matter of debate.
Today, its harder. The many new faces mean that
fewer people are going to recognize the werewolves faces
or their societal authority, and more people are questioning the way things are and trying to change it. More
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words of affection, but occasionally important messages
that they had been putting off. Then the young Forsaken
thank Father Wolf for his legacy, and perform the duty
of his first children. Blood of the old pack moistens the
ground, making it spiritually and physically fertile for the
new packs reign. This ritual occurs in the same place
every 30 to 50 years, depending on the Ithaeurs interpretation of the omens.
To the townsfolk of Hood River and the people of
Parkdale, the people who have been active in the community for decades disappear. People hear that they die,
become reclusive or just move to Florida, whatever theyll
believe. Their nephews and cousins, groomed for the opportunity, take their places in the Lions clubs and other
quietly influential positions. To the oldest families, who
know the truth in surprising numbers, its just the changing of the guard.
Occasionally, the elder pack grows insular and reluctant to pass on the responsibility, sometimes even chasing
off the younger pack the elder pack trained in a misplaced
effort to eliminate their rivals. In this case, the younger
pack performs the ritual themselves and spreads the old
packs blood by force. Once the blood is fertilizing the
ground, everything progresses as if the elders had stuck to
tradition.
Not all changes in authority are planned. Some
young packs choose Hood River, instead of being chosen.
Challenging the dominant werewolves in Hood River
without being prepared for the position isnt an easy task
in such a small community. Challengers may be able to
blood the towns champions and claim the territory, but
the townsfolk wont recognize the challengers authority,
even in the subtle way most mortals recognize the Uratha.
To truly rule Hood River, a pack must win it socially, integrating itself into the community and earning a reputation
of respect and trust. This isnt impossible; new families
move to town now and again and, if they stay, eventually
become permanent fixtures. It isnt uncommon (its actually almost unavoidable) for a newcomer to seal her bond
with the town by marrying into one of the bloodlines
thats been in the region for generations.
When it becomes evident to the pack holding Hood
River that their Forsaken rivals are triumphant, the old
Uratha accept that they are to pass the territory on to
this group. The old Uratha surrender and, surprisingly
earnestly, teach the new pack what it must know about
the land, and then perform the ritual. Sometimes, one
member of the old pack (usually the Cahalith) stays with
the new masters of Hood River to continue teaching
before completing the ritual with his death. Of course, not
all packs are so accepting, but most understand that they
must protect the town, remaining true to their territory to
the end.
Traditionally, the pack that holds Hood River is composed of Iron Masters, though their tribemates in Portland
or Seattle tend to call them Iron Masters in Darkness for
Feat ures
and
A dvantages
Sample Personae
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is rightfully proud of his orchard, which he keeps trim
and productive in its position between Hood River and
Parkdale on Highway 35. Beyond being one of the largest
and best-run orchards in town, Herz Orchard is also one
of the oldest. Fillmores thrice-great grandfather founded
it in 1859, immediately after Oregon became recognized as
a state.
People throughout the valley and sometimes
beyond know that Herz apples grow larger and tastier
than most Golden Delicious do, and Herz apples stay ripe
longer before growing overripe. What people dont know
is why. At the center of Fillmores orchard, concealed by
the hills of normal trees, is the first apple tree planted by
the founder of Herz Orchards. Called the Heart Tree, this
is the most powerful natural locus in Hood River Valley,
and radiates fertile, bountiful Essence into the orchards
around. Fillmore keeps the locus a secret, only allowing
his full-time hands (cousins, all) to pick around it and
tending the Heart Tree himself. The small, red apples
that flower on the large, gnarled tree are delicious beyond
compare, and Fillmores wife Marjorie uses them annually
to win Best of Show at the county fair with various applebased confections. The fact that she doesnt use Golden
Delicious for her baked goods raises some questions, but
no real suspicions come of it.
Fillmore stands about six feet, and has the browned,
leathery skin of someone who does a lot of work outside.
He usually wears a Gosley-Fords Fruit baseball cap over
his dirty blond hair and blue eyes, along with jeans and a
T-shirt. Hes friendly with his friends and terse with everyone else. A stranger asking to see the orchard earns herself
a cold reception, but a friend or family could probably
wrangle a tour. The Herzes have been in Hood River since
before it was chartered, and Fillmore has roots spreading
throughout the valley. Fillmore and most of his cousins are
wolf-blooded, some from an ancestor generations back and
others from an immediate parent or grandparent. Fillmore
is grandson to one of the Forsaken who once called Hood
River her territory. Though he doesnt know many secrets
of the Uratha, he knows they exist. Members of his family
have been the locus caretakers for generations now, and
theyve always done a good job.
What even Fillmores cousins, who see the Heart Tree
and tend the trees around it, dont know is what Fillmore
does at night. Each month, at the new moon, he opens a
swines throat over the trees roots. Taught the ritual by his
father, the owners of Herz Orchards forgot long ago the
black spirit that the blood feeds. This spirit, of unknown
orientation, cannot help but guard the tree as long as it is
fed every month.
Uratha of Hood River, who certainly discover the
spirit after a short time in the territory, have so far been
unable to determine what or why the spirit is. But, just as
Fillmore performs the ritual because it gives him fertile
trees, generations of Uratha have left the spirit alone because it guards the Heart Tree against other spirits but lets
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because theyre her descendants and because she knows
all of them and their secrets well enough to shame them
onto her path. It hardly stops there, because she has strong
(if not good) relations with most of the Herzes in the
valley. She makes the smart ones nervous.
For a woman past 90, Darlene still has a good deal of
meat on her bones. In my youth, she sometimes claims,
I was thin and pretty, but marriage changed that! I dont
know how I wasnt thin as a rail doing all Williams work
for him, but I managed! Her hair, white with age, obeys
her as readily as her relatives, tied behind her in a bun.
Her words are blunt but true, and she speaks her mind as
often as not. When she deigns to give advice, she usually knows whats best. When around unfamiliar people,
Darlene (called Mrs. Herz by many) keeps her mouth shut
and her eyes open until she knows how to push the new
persons buttons.
Darlene Herz has two secrets. Herzes are familiar
enough with her habit of spending time outside feeding
the birds. If asked, she claims its just an old womans habit
and glares, as if daring the inquisitor to disbelieve her.
Some of her cousins, however, swear theyve seen her talking to the crows and ravens she feeds. But any time they
whisper about finding a home for her, she always seems to
know.
Second, Darlene doesnt want to die. Her son, who
lives with her, sometimes hears her talking behind the
closed door of her room. He doesnt understand whom she
would address as being blessed with a longer life than
mine, but then he has never had the nerve to ask her
about it. The old dominant pack certainly knew what she
wanted. Its only a question of time before she addresses
their replacements, offering her loyalty and considerable
influence for some method to extend her life.
And if they cant deliver, she may just find a source
who can.
Though Darlene Herz intends to live forever, she
knows thats not likely to happen. Shes now in the process
of grooming her replacement, one of her great-granddaughters now five years old. But even though thats taking a great deal of her time, shes also keeping an eye on
the valley. She may focus on Parkdale, her extended family
and their orchards, but she watches everything. And the
stance she takes is always whats best for her Herz family.
Pushing
the
Boundaries
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83
something special would attempt to claim territory
accessible only by bridge. For this reason most of all, the
land to the north is left to its current claimants, at least by
the pack in Hood River.
Where Are
the
Pure?
Eternal enemies of the Forsaken, implacable foes, why arent there Pure packs here to
threaten (and hopefully kill) the dominant pack
of Hood River?
In part, its theme: the threats to this territory are quieter but potentially more deadly than
the Pure. Pure Tribes can make the spirits rise up
in revolt and assault their Forsaken cousins in
both the spirit and physical worlds, but the Pure
Tribes cant simmer beneath the surface the way
Mouth-Under-the-Mountain can.
Its also history: sometime in the last generation, the Ivory Claws managed to influence some
of the youngest of Hood Rivers Uratha. It was
easier than the Pure could have hoped; the werewolves connection to Parkdale through blood
and repeated intermarriage had made them susceptible to the Claws notions of purity in blood.
Once the dominant pack discovered the trouble
and had to kill several of its own kin who could
not relinquish the foul ideas of the Pure the
pack rallied the nearby Forsaken in a massive
hunt. The Pure have not been seen within 1 00
miles of Hood River since.
Of course, that doesnt mean theyre not
actually there.
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85
how much, or why. Mouth-Under-the-Mountain gathers
its supply of flammables in order to ignite Mount Hood
once more, and the spirit is coming close to fulfilling
its requirements. In the months preceding its eruption,
Mouth-Under-the-Mountain begins giving ever-stranger
answers to those who ask, and spirits surrounding Mount
Hood become agitated, even afraid, and some flee the area
for safer parts. Few, if any, are willing to share what they
know with the Uratha for fear of reprisal. If the pack of
Hood River is perceptive enough to note this
threat, it falls to them to determine how
it will affect their territory: adversely.
The eruption will occur out all faces
of the mountain, and will be larger
and more fierce than the last
time Mount Hood erupted: the
eruption will set Hood River to
ruins.
Discerning the motives of
Mouth-Under-the-Mountain is
not easy, especially by asking
it directly. It may say things
like, Pregnancy is come,
The belly is overfull or
Heat is warranted, in
response to such questions.
Oblique questions allow a
werewolf to learn for certain
that something is going to be
released by or from Mount
Hood. What that something
actually is never becomes
clear: Is it a child-spirit of
great power? Is it MouthUnder-the-Mountain itself,
and what exactly is that
an idigam, or just a mighty
spirit? Or does Mouth-Underthe-Mountain only refer to
the lava the spirit means
to spit out? As the time
draws near, finding
spirits in the area willing to talk about what
will happen becomes
more and more difficult. All those not sworn
to Mouth-Under-the-Mountain have already left the
area, which suggests a spiritual effect in addition to the
merely physical eruption.
There are a few ways to slow or stop the eruption and
accompanying event. Cold things, such as ice, dry ice,
water or endothermic chemical reactions can be thrown
into the mouths around the mountain, previously used to
give hot things in tribute. Each item thrown in buys the
werewolves anywhere from a few minutes to a half-hour,
Alternate Intentions
What if Flowering Judgment is right?
Maybe the Heart Tree and the way the Herz
family keeps it alive and bounteous actually
constricts the natural flow of Essence through
the valley, binding up much more of the Essence
in the Herz Orchards than is healthy. In this
case, Flowering Judgments cause is righteous,
and the spirit feels the responsibility to convince
the Uratha of that fact or move the other
spirits of fertility to destroy the tree and
free Hood Rivers potential.
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wolves call it all manner of names, it manifests by seeping
out of the spirit earth around the Heart Tree, composed
of the dark blood from 1,000 sacrifices. After several moments, the creature congeals into a vaguely human shape,
blood constantly running down its body to pool around its
feet and disappear.
The Black Blood Guardian speaks little. It warns off
spirits that come too close (though few by now need that
warning) and answers an Urathas questions with a simple
affirmative or negative though the spirit never reveals
anything about its nature, and it knows little about much
besides the Heart Tree and its immediate environs.
The Black Blood Guardian must be quite powerful to
guard the desirable locus against all of Hood Rivers spirits, but the spirits Rank and strengths are unknown. Its
been too long since any, spirit or otherwise, tested their
strengths against it.
Want
the
Truth?
The Forested
Wilderness
What is a forest? For some, a forest is a resource to be
exploited, nothing more than a source of timber to fuel the
growth of human industry. For others, a forest represents a
natural heritage we must preserve, even if doing so might
prove to be inconvenient. And for still others, a forest is a
source of peace and recreation, a way to escape the trials
and tribulations of modern life. In the World of Darkness,
however, a forest is something altogether different. It reminds
us of the world that used to be, and of the majesty and power
the forest-spirits once claimed as their own. A forest is bursting with power, filled with the energies of life and death alike,
and is humbling to behold. In the World of Darkness, the
forest is alive. And it is watching. And it is waiting.
And it is unfriendly.
Overview
88
Customizat ion
89
Physical Terrain
Local H istory
One of the easiest ways to customize a wilderness territory is via physical terrain. Physical features are easy to
notice and remember, and they serve as excellent landmarks for navigation. Consider the following:
Rivers and Lakes: Rivers form natural boundaries
between territories, and tend to be focal points for activity
within the territory. If a territory has a river within it,
how is the river used? Who or what is affected by this use?
Humans use rivers for transport, industry and recreation,
while plants and animals use rivers as a water source and
potentially as a means of escaping enemies. What does
this mean for the pack that claims the territory as its own?
Lakes are even more influential; depending on their size,
they might be focal points for entire regions, with events
in and around the lake affecting multiple Uratha packs.
Mountains and Hills: Mountains and hills tend
to make patrolling a territory difficult, since they reduce
visibility and make navigation hazardous. By the same
token, however, they also offer multiple hiding places from
pursuers, and, therefore, can be quite defensible. Mountainous terrain tends to be sparsely populated, since it has
to be modified a bit before humans can get any real use of
out of it. If the pack is lucky, this might mean the territory
is of little interest to other parties, but that is by no means
a given; a mountainous region might prove to be popular
as a ski resort, for instance, and human industry has no
compunctions about leveling a hilly territory if doing so
suits their purposes.
Caves: Caves are easily one of the most distinctive
features a territory can possess. While they are generally
of little use to the local flora, animals of all sorts use caves
for both shelter and privacy. For humans, they are sacred
spaces, representing horror and comfort in equal measure;
either way, caves give rise to loci easily, due both to the
regularity of the caves use and the intensity of the emotions associated with such use.
No matter the forests current state, the forest probably wasnt always so. Who has been using it, and what
have they done to it? Has it been subjected to natural
disturbances of one sort or another, such as fires, storms or
floods? Has it been designated a national forest or, perhaps
more significantly, a national park? If so, that will have a
big effect on the packs freedom of movement within their
new home.
Wildlife
What wildlife inhabits the forest? This can vary considerably from place to place, particularly where big mammals are concerned. Wolves, for example, can be found
in Canada, Minnesota and a few other northern states,
but are otherwise absent in the United States. Deer are
plentiful in some areas and entirely absent in others; while
the black bears of the eastern United States are of little
concern, the great brown bears of the Pacific Northwest
and Alaska are frightening, even by werewolf standards. A
forests fauna can have a big impact on the forests overall
health and viability, and the fauna will play a role in how
the characters need to manage their territory.
90
Bequest
One of the simplest methods of obtaining a wilderness territory is to inherit it. Werewolves are not immortal, and they are as eager to pass their holdings to their
91
Conflict
S tewardship
92
own, but if they work at it, they can do a good job maintaining the territory just the same.
Feat ures
and
Advantages
93
Wilderness Totems
Loci
The Cave
This locus has been used by predators for quite some
time, as it offers protection from the elements, easy access
to several good hunting grounds and plenty of privacy.
Perhaps a pack of wolves has used the cave as a den, or
perhaps a bear uses it every winter to hibernate. Regardless, the cave has become a locus of primal emotions, and
is thus appealing to werewolves.
The Bear Den
Rating:
Resonance: Security
Bears have used this cave as a den for many years,
hiding themselves from the world during the winter and
sheltering cubs here during the spring. This has continued
for generations, and the bears that use the cave today are
of the same line as those that began using the cave all
those years ago. It radiates feelings of comfort and security,
Great Sequoia
Great Sequoia was born with the first redwood, and he has remained rooted in the ground
ever since. That was a long time ago. He was
ancient when humanity was a bunch of chattering apes, and, to him, the Uratha are young
punks who are generally beneath his notice.
Uratha dont take kindly to that, but, well, hes an
Incarna, so he doesnt really care. What he does
care about is his forest. If the Uratha manage to
impress him, hell at least deal with them. If they
really manage to impress him, he might even let
them drink a bit of his locus Essence. But thats
unlikely.
Getting Great Sequoias attention is a matter
of patience and perseverance, as well as unwavering dedication. A werewolf must prove to him
that she belongs in his forest before hell consider
her worthy of his patronage, and that will take
a long, long time. There are no specific benchmarks in game terms, but a healthy investment in
Wisdom renown and Nature Gifts wouldnt hurt.
Gaining the respect of the bulk of the forests
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H umans
95
more likely to remember the way things ought to be. But
their goals and desires are easier to understand, and this
can make life much easier on a pack seeking to claim the
territory as its own.
Terrain
Sample Personae
Government E mployees
Permanent Resident s
No matter where you go in the world, you can generally find someone living nearby. This is the inevitable
result of large-scale human expansion, and the Uratha
have to deal with it for better or worse. To this end, it
would behoove a werewolf pack to learn as much as possible about the permanent residents living within their
territory, as these individuals will typically have a much
greater impact on the Hisil than any visitors could ever
hope to manage.
Examples of permanent residents include the old man
living in a cabin by the lake, the proprietor of the local
market, the researcher whos involved in a long-term study
of the local wildlife and the park ranger who spends most
of his waking hours maintaining the forest.
Wolf-Bloods
E xpansion O pt ions
Simple E xpansion
Sometimes, a pack has to start small just to get a handle on properly managing the local Hisil. If the characters
are inexperienced, and have little influence in the worlds
of humanity and the Forsaken, they cant expect to find
and control an ideal territory right off the bat. But once
they become more experienced, and learn how to properly
manage spirits, werewolves and humans, the characters
might well find that they can control larger and larger
territories with no real loss in efficacy. Uratha are rarely
given the luxury to expand on their own, but if the pack is
lucky enough to have a wide territory open to them, then
so much the better.
Conquest
Rivals
The median case between simple expansion and conflict with the Pure, gaining land via conflict with rivals is
also the most likely scenario the troupe may encounter. As
the characters gain influence within local Uratha society,
they will gain the clout needed to challenge their rivals for
bigger and bigger pieces of the territory pie. They will also
gain the skills they need to make good on their territorial challenges. This can be problematic, however, if not
handled carefully. First and foremost are simple legal concerns you cant simply waltz onto somebodys property
and steal it from them. Even in the wilderness, word will
get around. And while eliminating a Pure pack might go
relatively unnoticed, attempting the same on a Forsaken
pack just isnt in the cards. This means seizing a rivals territory has to be handled legally, and very carefully; this in
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Forest-Spirit s
97
Forest Lords are neither hostile nor benign; they are
at once predatory and weak, beautiful and hideous, violent
and calm. They are not capricious beings, mind, just
complicated. This complexity makes them extremely difficult to understand, and even canny Ithaeur must exercise
great caution when dealing with Forest Lords.
Description: No two Forest Lords look alike. One
might appear as a great stag, another as a wandering treespirit, and still another as a chimeric beast. Some have
even appeared as human beings, typically from tribes that
are strongly attuned to the forest and its inhabitants. No
matter a Forest Lords appearance, the Forest Lords has a
powerful presence that commands respect.
Rank: 4
Attributes: Power 1 2; Finesse 9; Resistance 1 2
Willpower: 24
Essence: 25 (max 25 )
Initiative: 21
Defense: 1 2
Speed: 21 ( or 31 f or highly mobile spirits)
Size: Variable
Corpus: 1 7+
Influences: Forest
Numina: Blast, Call Water, Discorporation, Forest
Communion, Harrow, Materialize, Material Vision, Natures Vengeance, Plant Growth, Reaching, Speak With Beasts, Wilds Sense
Blast: This manifests differently for each
Forest Lord. A humanoid spirit might throw
a spear, while weather-oriented spirits
might let fly with bolts of lightning. If
appropriate, a Numen more appropriate
for the spirits form may be substituted for
blast. A stag might have Furious Charge
(described below), for instance, while a wolf
might have Death Grip. Chimeric spirits can
have just about anything.
Call Water: As the one-dot Elemental Gift.
Forest Communion: As the three-dot Nature Gift.
Natures Vengeance: As the five-dot Nature Gift.
The Forest Lord need not roll to activate this Numen; doing so is automatic. If the spirit spends
an extra Essence, the Numen is treated as an
exceptional success.
Plant Growth: As the two-dot Nature Gift.
Speak With Beasts: As the one-dot Nature
Gift.
Note that more unusual wilderness-spirits might
have different arrays of Numina. The lord of a desert
might have Weather Gifts, for instance.
Ban: While Forest Lords must certainly have a ban,
the exact nature of said ban varies considerably from
spirit to spirit, and is always difficult to discern. Some
wonder if Forest Lords are banned from interacting productively with others, but most agree that, while it would
fit the facts of their interactions reasonably well, such a
ban would be perverse, at best.
98
Willpower: 1 2
Essence: 20 (max 20)
Initiative: 1 2
Defense: 7
Speed: 26
Size: 6
Corpus: 1 1
Influences: Consumption
Numina: Discorporation, Flight of the Stag, Furious
Charge, Living Fetter (deer only), Materialize, Material
Vision, Mighty Bound, Wilds Sense
Flight of the Stag: As the two-dot Father Wolf Gift
Father Wolfs Speed.
Furious Charge: By spending an Essence point, the Hungry-Deer-Spirit doubles its damage on a successful charge
attack. The Essence is spent before the attack is resolved,
and the Numens effects last for one turn.
Mighty Bound: As the two-dot Strength Gift.
Ban: The Hungry-Deer-Spirit must eat, and it must eat
continuously. While it may strike out at those who harm
deer or to defend itself, it may engage in no other activities.
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Feral Uratha
Size: 7
Corpus: 1 6
Influences: Madness (Note that applying its influences
will generally be an unconscious act; the bear hasnt the
wits to act with any real intent.)
Numina: Death Grip, Discorporation, Forest Communion,
Harrow, Materialize, Material Vision, Rage Armor, Savage
Rending, Wilds Sense
Death Grip: As the three-dot Full Moon Gift.
Forest Communion: As the three-dot Nature Gift. This
Numen is activated with a 4 penalty given the bears current state.
Rage Armor: As the four-dot Full Moon Gift.
Savage Rending: As the four-dot Father Wolf Gift.
Ban: The spirits madness has effectively become its ban.
Clarity of thought is denied Old Dullfang until someone
manages to calm its insanity.
Government Agent s
Packs that claim wilderness territories have an advantage when it comes to dealing with the government, since
its agencies are primarily concerned with policing human
affairs which, in turn, means the agencies focus most
of their attention on cities and suburbs. This has changed
somewhat in recent years, however; survivalist camps
might be training camps for terrorists, after all, and, with
the increasing technological sophistication of the worlds
Survivalist H umans
100
Earthen Vengeance
Gabriel Ward
Gabriel Ward is the charismatic alpha of Earthen
Vengeance, and he is easily the most seasoned member
of the pack. Before his Change, he was an environmental studies major at UC Berkeley, and even then he was
unstable; he had unhealthy ties to fringe environmental
groups, most of whom were more interested in acts of violence than in effecting any real change in the world. Once
the Predator Kings recruited him and opened his eyes to
the real history of the world, his crusader tendencies only
intensified; he set out to scour humanity from the face of
the planet, and recruited a number of violent Predator
Kings fresh from initiation to aid him in his work.
Gabriels efforts to date have resulted in considerable loss of life, and untold amounts of property damage.
101
The human authorities are naturally quite interested in
detaining both him and his pack, but thanks to the use of
Gifts, rites and clever planning, hes managed to escape
capture thus far (the fact that his pack interacts with human civilization as little as possible naturally helps a great
deal). His luck may be running out, however; hes angered
an awful lot of people, and many of them have supernatural allies. He may think he can do no wrong, but its only a
matter of time before his delusions slam into the brick wall
of reality.
Tribe: Predator Kings
Mental Attributes: Intelligence 2, Wits 2, Resolve 2
Physical Attributes: Strength 3 (4/6/5/3 ), Dexterity 2
(2 /3 /4/4), Stamina 3 (4/5/5/4)
Social Attributes: Presence 3 , Manipulation 4 (3 /4/1 /4),
Composure 2
Mental Skills: Academics (Environmental Studies) 2, Occult (The Hisil) 2
Physical Skills: Brawl 3 , Stealth 2, Survival 2
Anatomy
of a
Cit y
An urban werewolfs territory is influenced by a number of different factors, and the most important of these is
location. Most cities are not uniform in their construction;
they have areas dedicated to commercial enterprises, to
industry and to living space, and werewolf territories will
naturally vary considerably according to which area they
happen to inhabit. Territories are also heavily influenced
by local history; an old, rundown neighborhood will have
a very different character from a recently renovated one,
and this affects both the spiritscape and the general attitudes of the people living in each. Packs must understand
both of these factors and how they interrelate if the packs
are to make any sense of the territories at their disposal.
Zoning Issues
There are many sorts of urban zones in a typical modern city, and virtually all of them are suitable for werewolf
territories of one sort or another. Some zones are industrial, and dedicated solely to manufacturing concerns. Some
are commercial, and filled with businesses and the support
structures that cater to them. Some are recreational,
dedicated to parks and entertainment. Some are purely
residential, seeking only to house the citys residents. And
some zones are municipal, working to protect and manage
the city and promote issues of interest to all. Understanding how these various zones interact, as well as how that
interaction affects the people and spirits within a territory,
is crucial if a pack hopes to manage a territory effectively.
Industrial Zones
A citys industrial sectors are dedicated to the manufacture of various goods, and may be subdivided into light,
moderate or heavy industrial zones. These are the bread
and butter of a citys economy; they may not be terribly
flashy, but without them, the city would wither and die.
102
Commercial Zones
While industrial zones are dedicated to the manufacture of various goods, commercial zones are dedicated
to buying, selling and moving such goods. This is where
the bulk of the middle- and upper-class citizens of the
city come to work each day, staffing restaurants, business
offices, shopping malls and so on and so forth, and their
drudgery leads to the tedium that defines much of modern
existence in the Western world. Their work is so far removed from the actual creation and use of the goods they
manage that they often feel disconnected, both from the
world they live in and from one another. This, naturally,
has implications for the spirit world.
The spirits of commerce are many and varied, but
they are most commonly associated with feelings of greed,
frustration or tedium. In most cases, this makes these
spirits remarkably easy to deal with; they are so bored
that simply piquing their curiosity or, in the worst case,
bribing them is all one needs to do to ensure their compliance. This is not always the case, however; in some areas,
particularly those associated with handling money and
making important decisions, the spirits are as cutthroat
and Darwinian as can be. Their ability to exert their influence in such areas is staggering, and even seasoned Uratha
packs find them difficult to manage. It should come as no
great surprise, then, to learn that werewolf territories in
such dynamic commercial areas are extremely rare.
103
life interact freely while using them. No matter a persons
background, he can enjoy a ballgame or an art exhibit just
as much as anyone else, so recreational areas tend to be
more dynamic and interesting than other zones.
The spirit world of recreational zones tends to be
rather innocuous, since the spirits that accumulate there
are more interested in having fun than in wreaking havoc.
Still, they can be a rowdy bunch; no one likes being
told what to do, and this is especially true when youre
hanging out in an area where people come to play. While
this is not cause in and of itself to dismiss such territories
outright, it should be enough to give a nascent pack pause
when considering its options. Recreational areas are fun
and light-hearted, but managing them can be a real hassle.
M unicipal Zones
Difficult to understand and nightmarish to manage,
municipal zones encompass all elements of the city that
might be considered the public sector. The police, fire
department, city council, utilities, postal service, justice
department and many other local and state institutions
are all municipal sites, and they are scattered about the
city as needed so that they can maintain order and facilitate interaction among the other zones. Most also interact
with the bulk of the citys population in one fashion or another, and, in so doing, they serve to link people together
who might otherwise never have cause to interact with
one another. This interconnectivity is part of what makes
managing municipal areas so difficult.
The spiritscape of municipal areas is likewise an
exercise in frustration. Most branches of government
H istorical Issues
104
however, the neighborhood began to decline. The industries that kept it alive in the past are now abandoned, sacrificed on the altars of expansion and progress. The people
who remain have tried to adapt as best they can, but its
hard going for most; their skills are no longer needed, and
they have no reliable way to learn new ones. The result is
despair and misery, and this is where the horror starts.
The spiritscape of the inner city is bleak and hopeless, characterized as it is by the many broken dreams of
its residents. It is not without hope, however at least
not yet. The people here still have dreams of a better
future, of escaping from their current circumstances, but,
in the meantime, all they have to drive them is bitterness
and anger. Reclaiming such a territory might be possible,
but doing so would be an enormous undertaking. It is
certainly beyond the capabilities of any single pack, but
if the pack has enough influence in the human world to
generate interest in the neighborhood, all sorts of things
become possible.
Gaining Turf
105
Vacant Lot s
If the characters are lucky, theyll seek to claim a territory and find no one standing in the way of their goals.
This sort of situation might arise for several reasons: the
area might be sparsely populated, meaning theres no one
trying to call the shots, or it might simply be disorganized.
The characters might even be victims of particularly good
timing, arriving on the scene when other, more influential
individuals have departed or been removed. No matter
the reasons, the territory is theirs for the taking. At first
glance, gaining a territory in such a fashion might seem
a bit dull, an, for Storytelling purposes, it usually is. But
if the troupe is more interested in maintaining a territory
than in establishing one, keeping things simple might save
the group an awful lot of time and hassle.
Naturally, the spiritscape of a territory claimed so
easily will be similarly uninspiring; if the territory had
no previous tenant, the land might very well have no
permanent residents to speak of, and even if the land does,
they probably arent terribly influential. Naturally, this can
change; the characters arrival might trigger the emergence of other, previously dormant spirits, and even a dull
Takeover
Born
to
Power
Cool Digs
106
despair depending on the circumstances, while more welloff neighborhoods generate loci of dynamism and comfort
instead. In most cases, the loci are fairly public and easy
to find.
The downside to urban loci is that they dont tend to
be very strong they form quickly but usually lack the
intensity of emotion needed to make a really powerful
locus. Most are only Rank 1 in strength, while the more
powerful ones are typically limited to Rank 3. There are
exceptions, however. A pack might investigate an abandoned apartment building and discover that it was used as
a serial killers haunt, which might result in a very powerful locus. The same is true of memorials; people who visit
them do so with strong emotions in their hearts, and can
thus contribute to the formation of extremely powerful
loci.
Gathering Places
The most common loci in urban areas form in communal gathering places, such as coffee shops, nightclubs
and stadiums. These loci are shaped more by the general
atmosphere of such places rather than any specific events
that take place therein; as a result, loci in gathering places
tend to be a bit weaker than loci associated with more
specific acts and feelings.
The Corner Coffee Shop
Rating:
Resonance: Contentment
Since city goers cant live without their coffee, coffee
shops are an ubiquitous sight once you hit the city center.
These places radiate feelings of contentment even in the
physical world, as busy commuters stop buy for a cup of joe
and a few minutes rest. The specific locus in such a place
is the front doorway, as it is here that people first catch
the whiff of coffee and begin to let their worries fade away
(at least for a little while). Spirits of contentment dominate this particular place, feeding on the resonance of the
people therein and perhaps urging them to seek greater
and greater comforts.
The Workplace
No matter the position, human jobs all have one
thing in common: they generate stress. There are always deadlines to meet, annoying people to manage and
uncertain futures to contemplate; these things combine
to create feelings of anxiety and frustration in workers
around the world. Spirits naturally love to feast on such
powerful emotions, and, with some urging, the workplace
can create the spark needed to form a locus.
The Conference Room Table
Rating:
Resonance: Anxiety
Projects are designed, deals are made, careers are
destroyed. This happens every day, and the one to bear
witness to it all is the conference room table. This is
where people come together to pitch ideas, to argue
107
about accountability, to save face and to congratulate one
another on a job well done. For good or ill, this table sees
more stress than any other part of the building, and the
Hisil here is more Darwinian than anywhere else on the
planet. The table is also nigh impossible to manage except
in the rarest of cases, which makes the table a tasty treat
that werewolves find maddeningly out of reach.
M emorials
Humans are capable of great acts, both positive and
negative. A memorial might signify many things: the
losses endured in a conflict, the triumph associated with
a great achievement or perhaps simply an important date.
No matter the significance, memorials tend to be powerful
loci, as they are visited by generations upon generations
of people who often display powerful emotions when they
stop by.
The War Memorial
Rating:
Resonance: Grief
Wars are a ghastly business, and the price for waging
them is measured in human lives. The grief and suffering that accompanies such loss is enormous, and in an
effort to manage it and, also, to remember those lost
the survivors create memorials. These are often centers
of intense emotional energy, associated with grief, loss
and pain. Oddly, however, memorials that become loci
arent necessarily reservoirs of negative energy. Some are
steeped in feelings of catharsis, pride and healing. Such
resonance, while certainly tainted by loss, is ultimately
positive in nature, and is attractive to spirits of duty, pride
and patriotism.
Urban Totems
One of the more intriguing things about urban territories is the strange and, perhaps, unexpected diversity of
totems they provide. A nascent werewolf pack, fresh from
the rites of passage and growing accustomed to the bizarre
worldview imparted upon the packmembers by their animistic natures, might be forgiven for thinking their totems
should take the form of wolves or other sorts of animals.
In the heart of the big city, however, this is anything but
true. Consider the merits of Lights-Blurring-Past, a totem
of speed and cunning, or of Electric Thunder Radio, a
totem of culture and sophistication (or the lack thereof).
And what of animals not to be found in the wild, from the
ragged toughness of a stray cat to the devotion of a dogspirit? The possibilities urban totems provide are endless,
and emblematic of the face of animism in the modern age.
Locals
108
The Guardian
of the
People
109
road. They typically meet tragic ends, but if theyre lucky,
they might be rescued by well-meaning folk and put into
foster care or group homes. While this does little to address the cause of the runaways problems, it does open up
some interesting roleplaying opportunities. Of course, not
all street kids are runaways; some might have an interest
in local street life (such as an older brother in a gang), or
they may spend as little time as possible at home to avoid
an abusive relative.
If the pack manages to become friendly with an
urchin of some sort, the packmembers may find she can
be an invaluable source of information. People generally dont pay much attention to kids, so the sneaky little
bastards make excellent spies. Naturally, this relationship
can only go so far the kid will be useless whenever a
supernatural being shows up on the scene, even if she is a
wolf-blood, and she wont be at the characters beck and
call whenever they need an extra set of eyes and ears.
Abilities:
Stealth (dice pool 5) People just dont pay much
attention to kids, and theyre small and sneaky to boot.
Streetwise (dice pool 5) Kids know how to get by
on the streets. Maybe if you take them seriously, theyll
decide to share what they know.
Influences: Community
Numina: Chorus, Communion with the Land, Discorporation, Materialize, Material Vision, Possession, Reaching,
Technological Mastery, Wilds Sense
Communion with the Land: As the five-dot Knowledge
Gift.
Technological Mastery: Urban avatars can use all of the
Gifts on the Technology Gift list.
Urban Avatar
Visibilit y
E xpansion
D elegat ion
As the characters grow in power, they can assign
the maintenance of parts of their territory to subordinate packs or, in some cases, even ordinary humans
(who might or might not understand the characters true
nature). Storm Lords and Blood Talons tend to favor this
approach, as it creates a clear dominance hierarchy and
chain of command. It also allows the pack to maintain
firm control of the whole of the territory, no matter how
large it may be. Unfortunately, this approach can also be
quite hands on, meaning the pack will be awfully busy
most of the time.
Indirect Influence
A favored tactic of the Iron Masters, rule by proxy is
an effective if less-than-glamorous way to rule a territory. Why fight for a territory when you can simply buy it
outright? Let the humans rule themselves, and save the
patrolling for threats that simply cannot be ignored. This
approach greatly reduces the territorial demands on a
Alliances
packs time and resources, but runs the risk of leaving the
packmembers more and more out of touch as time goes by.
Conquest
110
Fission
111
begin anew. This is, naturally, the scenario most Uratha
would rather avoid, but it happens much more often than
theyd care to admit (indeed, the Brethren War was a
result of exactly this sort of situation).
H uman Concerns
Threat s
The Police
Beshilu Guerilla
Vampire Bikers
112
Madame X
Madame X is the moniker used by the owner
of Ink, a seedy tattoo parlor located in one of
the worst parts of town. Madame X appears to
be a woman of indeterminate origin; indeed, her
customers have found that nearly every aspect of
her appearance is mutable and subject to change.
Sometimes she appears to be a dark-skinned
African woman, while at others she appears to be
Vietnamese, Caucasian or Latino. No one knows
why or how she changes her appearance so drastically on such a regular basis, but her penchant
for doing so has turned her into a minor celebrity
in many of the neighborhood haunts. Complicating matters is the fact that nobody ever seems
to see her outside of her tattoo parlor; she must
have a life outside, of course, but where and how
she spends her time remains a mystery.
Unbeknownst to the locals, the original
Madame X was devoured a long time ago. The
creature in her skin is an Azlu of great skill and
artistry. Her tattoos are a means of binding her
Gauntlet Webs to living, moving beings, and
they allow her to strengthen the Gauntlet while
minimizing her risk of exposure. Her tattoo
business allows her to meet all sorts of new and
interesting people, and she uses the information
gleaned from such encounters to identify tasty
new potential victims.
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3 ,
Stamina 2
Social Attributes: Presence 2, Manipulation 4,
Composure 4
Mental Skills: Crafts (Tattoo Artist) 4, Medicine 2,
Occult 2
Physical Skills: Athletics 2, Stealth 4, Survival 3
Social Skills: Animal Ken (Spiders) 1 , Expression 3 , Intimidation 2, Persuasion 3 , Subterfuge
(Misdirection) 4
Merits: Danger Sense, Resources 2, Striking
Looks 4
Willpower: 4
Morality: 4
Essence: 4
Virtue: Prudence
Vice: Pride
Health: 7
Initiative: 7
Defense: 3
Speed: 1 0
Numina: Chorus, Discorporation, Gauntlet
Webs, Skin Stealing, Speak With Beasts, Wall
Climb
Gauntlet Webs: Madame X has discovered a
particularly insidious use for this Numen: she
113
binds the webs directly into the tattoos she
crafts. This makes the webs difficult to destroy,
as they are both mobile and bound to the life of
the person wearing them; destroying the webs
requires destroying the person who wears the
tattoo. However, webs of this sort are not as
powerful as typical Azlu webs; the strength of
their effect on the Gauntlet is measured both by
the complexity of the tattoo and by the number
of tattooed individuals in the vicinity. Typically, the difficulty to step or peak through the
Gauntlet in a 1 0-yard area increases by one for
every three tattoos in the vicinity. If the tattoos
are particularly complex, fewer may be needed
to have the same effect.
Skin Stealing: As the four-dot Mother Luna
Gift.
Speak With Beasts: As the two-dot Nature
Gift. Note that this Numen only works with
spiders.
Suburbia
The houses here are identical. Even longtime residents can get lost, especially at night, when confronted
with row after row of brown-and-white two-stories with
neatly manicured and specially treated laws. Drive on a
main road for a few miles and you travel through several
towns, but pass the same restaurants in the same sequence. The people who live here dont know each other,
but seeing the same cars and the same faces in the same
routines every day creates an eerie, and somewhat comforting, familiarity. This is life in the suburbs of the World
of Darkness.
Overview
114
115
A number of modern films have achieved a good
balance between the straight-laced and somewhat bland
ambiance of the suburbs and the classic notions of horror.
The original Halloween was one of the first, but Ginger
Snaps (which also has the advantage of being a werewolf
movie) and Scream are also good picks.
Customizat ion
Suburbia
116
Suburbanite
to
Werewolf
117
Werewolves who were suburbanites preChange develop in a number of different ways as suburban predators,
depending on how they viewed their homes before becoming Uratha. A suburbanite who hates the area and longs
to live in the big city or move out to the country probably
doesnt like the suburbs any better as a werewolf. Assuming that such a character still has a compelling reason to
live in the suburbs (fear of the big city, pack decides to
claim territory in the area, family that he feels beholden
to, etc.), he might find it harder to keep his Rage in check.
Surrounded every day by a territory that he detests, its
probably only a matter of time before he either endangers
or exposes his pack.
Alternately, a character who loved living in suburbia
preChange might find life there challenging, but not
insurmountable, as a werewolf. Subtlety is key, and such
Uratha learn when they can safely sneak through developments, when the local stores close (usually fairly early) and
how best to dodge police and other obstacles. The suburbs
can be an Irrakas dream territory just because they demand so much in the way of stealth.
Overpopulat ion
from Cit y/Country
Taking Over
A pack of Uratha might seek to steal a suburban territory away from the current werewolf overseers. This works
much the same way as territory claims normally do the
invading pack needs to find a way to drive out (or assimi-
Suburbia
Totems
118
Pack Totem :
Wasp the Vengeful Builder
Attributes: Power 2; Finesse 5; Resistance 2
Willpower: 4
Essence: 1 5 m ax
Initiative: 7
Defense: 5
Speed: 1 7 (species factor 1 0)
Size: 1
Corpus: 3
Influences: Perseverance ; Wasps
Numina: Material Vision, Unspoken Communication (as
the Gift)
Bonuses: Crafts 1 ( given); Stealth 1 ( given); Essence pool
4 points (story)
Ban: The pack cannot let visitors into their home without
inflicting pain upon them, even something as minor as an
overly firm handshake.
Cost: 1 2
Loci
119
The Gaze bo
at the
Center
of
Town
Rating:
Resonance: Varies
The center of town rarely corresponds to the literal
geographical center of a suburb. Rather, the term refers to
wherever the two main streets intersect. City hall is usually in that area, as are a variety of shops and restaurants
(or, if the suburb has fallen on hard times, a number of
boarded-up storefronts). Normally, a wooden gazebo can
be found in this area as well. Summers might find a band
playing in that gazebo, while during spring people take
shelter there to smoke cigarettes. Couples might rent the
gazebo for weddings, while younger couples use it for
other sorts of rendezvous during the night.
The gazebo makes for a good
locus, but the resonance
of such a locus varies
based depending
on what kind of
activity takes
place there. For
example:
The Sex
Gazebo: The
gazebo at the
center of a suburb of Portland,
Oregon, is hidden by a copse
of trees and not
visible from the
road. Its also
just a short walk
from the high
school, and, as
a result, randy
young people
like to sneak into
the gazebo to satisfy
their lusts. Its become a kind
of rite of passage to do the gazebo, and the Essence that
the locus produces is tinged with lust. The Hisil surrounding the gazebo crawls with lust-spirits, waiting to feast
on the couplings of the locals. Sometimes one of these
spirits Urges a student, but none have yet Claimed one.
The ground around the gazebo in the spirit wilds is always
grassy and a pleasant temperature, even during the dead
of winter. The grass is soft and inviting, and the air is
fragrant. Spirits around the gazebo dont attack Uratha,
normally, though some spirits have been known to use
their Influence to nudge werewolves into forbidden trysts.
Local Uratha even tell stories of female werewolves impregnated by lust-spirits, and giving birth to spirit-children
who grew up to be incubus-like creatures who could drain
the life from their lovers.
Suburbia
Buddy
Mental Attributes: Intelligence 1 , Wits 3 , Resolve 2
Physical Attributes: Strength 2, Dexterity 2, Stamina 3
Social Attributes: Presence 3, Manipulation 1 , Composure 3
Mental Skills: Investigation 1 , Occult 1
120
The Crawlspace
Rating:
Resonance: Fear
The house was built in 1878 for the richest family
in Detroit, Michigan, the Haywards. They built outside
the city proper, of course. The family consisted of both
parents, 10 children, three servants, two grandparents and
a wayward uncle, and the house was large enough to hold
them all. The youngest daughter, Emily, was only six years
old when the Hayward family moved in, and she found the
crawlspace after only five weeks. Three weeks after that,
two of her brothers held her in the crawlspace until she
suffocated. They werent sure why theyd done it, and since
the family was so rich, no charges or official reports ever
surfaced.
The wooden beam in the crawlspace, the one that
Emily had clutched and clawed while she died, became
a locus. It might have remained weak, had not the other
children dared each other to crawl into the tunnel and
touch it. The locus took in their fear, their dread and their
guilt over what happened to Emily and grew in power over
time.
The Hayward family passed that house down through
generations, and every generation of children slithered
into the crawlspace to touch the beam. Then, in 1988, the
family finally went bankrupt. The house was far too big
for a single family to purchase, but it worked nicely as a
bed and breakfast. Wealthy couples from Detroit ventured
out to the suburb and stayed in the old house, marveling
at the quaint decorations. Their children, though, always
seemed to find their way to the basement, and returned
later, clothes dirty and disheveled and a haunted look in
their eyes.
The house is present in the Shadow, but many of
the walls are missing. As the Haywards possessions were
sold off to pay the familys debts, the spirit representation
of the family, bound up in the house, suffered, too. The
beam, however, remains as strong as it ever was. Spirits of
121
mice, rats and other house vermin flock to it, and fearspirits consume them like hawks. A werewolf using the
beam to step sideways only needs to be in the basement
to do so, but in the Hisil the basement is a much smaller
space. Urhan or Urshul are more comfortable for negotiating the spirit world around the beam than Dalu or even
Hishu. Although the basement is accessible from the
outside in the material world through a wooden staircase
and double doors, in the spirit world the only exit leads
into the house. The spirits of the house are old, angry and
senile from years of slowly being stripped of their finery,
and they dont take kindly to interlopers.
Sample Personae
Abilities:
Local History (dice pool 9) Justine knows almost
everything about her town. Dirty secrets, rumors, historical
fact, scandals she either remembers it or can find the
book that details it.
Politics (dice pool 7) She also keeps abreast of
current events, and makes sure she knows what local and
statewide political candidates are going to do about commerce laws and conservation.
D on Butch Bagrowski ,
the Neighborhood Watch Leader
Quote: OK, remember: Treat all guns like theyre
loaded, so dont point them at anything you wouldnt shoot.
Background: Butch joined the Marines right out of
high school and served his country well for eight years.
When he returned to his hometown, he was horrified. His
old neighborhood was a wreck. Stores were boarded up,
houses were in disrepair and the population was dropping as people left the area. Butch, a natural leader and
an obstinate man, refused to stomach it. He took a job
coaching football at the local high school, and, recruiting
help from the student body, soon had his neighborhood
looking beautiful again. Stores started returning; when he
found a man trying to sell fast food franchises, Butch ran
the salesman out of town with bluster, volume and good
old American intimidation.
The towns on the rebound, now, but Butch isnt half
done. He wants the town to be the way he remembers it
growing up, and that means keeping the high school kids
out of the bars, the filth out of the video stores and the developers out of town entirely. He doesnt have the schooling in law or business to know exactly how to proceed,
but hes tenacious and driven, and so has been hitting the
books. Meanwhile, he trains the locals in gun safety, home
defense and empowerment. Doesnt matter how the town
looks like if we dont feel safe, he often says.
Description: Butch is a burly man in his late 40s. Hes
a bit plump around the middle (civilian life isnt as rigorous as military life, and beer is much easier to come by),
but still very strong. He has a hard gaze and a bone-crushing handshake, and is never without his coachs jacket.
Storytelling Hints: Butch is a no-nonsense guy. He
hates being called Don or, worse, Mr. Bagrowski. He
doesnt consider businessmen, especially franchise operators, to be real people, but rather parasites getting rich off
other folks ideas. Hes always keen to hear ways to make
his town some money or about business ventures, but the
minute the word franchise comes up, he breaks off talks.
Talking about football, the military or the sorry state of
the country is a sure way to get his attention.
Abilities:
Brawl (dice pool 6) Butch stays in shape by boxing, and is proficient in hand-to-hand combat. Hes wiser
about getting into fights than he was in his youth, and if
Suburbia
M ike Lewis,
the Vandal
Quote: Shit, I didnt know it would burn that fast!
Background: Mike has never been the best-adjusted
kid on the block. He never tortured animals or anything
so extreme, but he did like to tie his action figures to
bottle rockets, throw rocks at car tires and paint graffiti.
His parents would love to believe that hes just intelligent
and looking for an outlet or that kids at school pick on
him and hes displacing his rage, but neither of those theories have much evidence. Mikes not stupid, but hes by no
means brilliant. Hes not the most popular kid in school,
but he isnt the class whipping boy, either. Mikes in the
middle of everything, and perhaps that is why he likes to
mess with people.
His parents have tried to keep him from sneaking out
at night, but hes good at it. Mike isnt creative enough to
think up new and interesting ways to commit vandalism,
but the Internet gives him a constant stream of ideas. Hes
lately taken to putting dry ice in plastic bottles and then
sticking them in mailboxes (when the vapor from the ice
builds up too much pressure, the bottle explodes, usually
taking the mailbox with it). Hes especially interested in
houses whose owners he rarely sees.
Description: Mike is 15, skinny and pockmarked with
acne, and otherwise nondescript. He wears band T-shirts
and baggy jeans, but never seems to fit into any particular
style. He carries a lighter and a small pack of firecrackers
except when at school (the security guards tend to search
him often).
Storytelling Hints: Depending the story you want
to tell, Mike could be a troubled kid who needs help, a
budding serial killer, a potential Ridden, a nuzusul or just
a nobody snooping around the packs territory. If hes wolfblooded, of course, he has a better chance of remembering
the characters and their true nature. He might demand
that the characters make him a werewolf, or he might just
try to find someone online who believes him.
Abilities:
Stealth (dice pool 7) Mike is quiet and easy to
overlook, and practiced at sneaking around.
Larceny (dice pool 6) Years of sneaking out of his
parents house and shoplifting vandalism supplies have
made Mike light-fingered.
122
Background: After graduating from the local university with an English degree, Ben MacDonald looked
around in the city for a job and came up short. He thought
about returning to school, but wasnt sure what graduate
program hed pursue, and didnt feel like racking up any
more student loans anyway. A drunken conversation with
his cousin, a cop, at a family picnic led him to apply to the
police academy. Ben figured that as a cop in the suburbs,
he had little chance of getting shot on the job, and the
work would be steady.
He was right, up to a point. During his rookie year,
he responded to a call about a fight in a parking lot. He
arrived to find one man lying on the blacktop with a
sharpened stick protruding from his chest and another
man running away into the darkness. Mac gave chase, but
couldnt catch up with the man. Returning to the scene of
the crime, he found the corpse gone but the stick, red
with blood, was lying on the ground.
From that moment, Macs easygoing demeanor disappeared. He had been reading horror novels since grade
school and knew a fair bit about folklore. He started asking questions of other cops, and found far more of these
odd stories than he was prepared for. He now works the
night shift, terrified of what he might find, but even more
terrified that it might find him unprepared.
Description: Mac is in his early 30s. He is athletic,
with a slim runners build. He has a nasty facial tic that
flares up when someone asks him to take a day shift. Mac
used to be handsome, but hes too on edge to be attractive
now, and the lack of sunlight has given him a washed-out
look.
Storytelling Hints: Mac isnt terrified all the time,
just whenever he stops to think about it. He often has his
nose buried in a book of folklore or in a horror novel (he
figures that horror authors must have some idea whats really going on, and writes them letters constantly). Despite
it all, Mac is not a coward, and considers his profession
honorable and necessary.
Abilities:
Awareness (dice pool 9) Mac is extremely hard to
surprise. He is used to watching shadows and corners.
Firearms (dice pool 8) Mac practices his marksmanship daily. He doesnt wish to lose his cool when he
finally has to confront them.
H enry Smith,
the
Witness
123
Knowing that his conservative Catholic family would
have him shot for being a rat or for being homosexual,
Enrico decided to save his own life. He ratted out some
guys he never liked anyway, took his place in the Witness
Protection Program and moved to a suburb across the
country. Hed never admit it to the Feds, but hes actually
enjoying it. The suburb he lives in is liberal enough that
he can be out without having people glare at him, and
he finds that being openly gay keeps people from guessing
the truth.
Of course, Enrico or Henry Smith, as hes now
known didnt share everything that he knew about the
family. Some of the things his family was involved in were
too gruesome ever to be revealed.
Description: Henry has olive skin, but keeps his
black hair lightened. Now in his early 40s, he lives alone
but is a fixture at the local bookstore and coffee shops.
Years of living with organized crime figures taught him to
play straight remarkably well, and so most people dont
realize hes gay unless he tells them.
Storytelling Hints: Happy in his new life, Henry
vaguely worries that the family will track him down and
kill him. Its been almost a decade, though, and so far hes
seen no sign of them. He knows that the Italian Mafia
has been losing influence, and he reckons that the family
probably has little time to waste on him. Hes wrong. The
family has been searching for him, but not because he
squealed on him. A certain branch of his family has been
dabbling in the occult for centuries, and they need the
heart of a traitor to perform a rite that will supposedly
return them to glory. They already have the traitor picked
out they just need to find him.
Abilities:
Persuasion (dice pool 8) Henry is an extremely
approachable man. Hes easy to talk to and people often
find themselves agreeing with him without noticing.
Intimidation (dice pool 7) Henry doesnt have to
shake people down anymore, but he remembers how.
The years crept by, and Logan bought the land surrounding the church. At the time, the land was forested,
but Logan began harvesting that wood and selling it almost immediately. He drew up plans to build a small community center on the land (run by the church, of course),
and squeezed his growing congregation for the money.
And, once again, he got enough to build the center and
renovate his kitchen, too.
The Reverend has received complaints, of course,
from the people living around his church about the
destruction of the forest and the noise of the construction
machines, but hes adept at making anyone who stands in
his way seem unChristian. His next project, hes decided,
is to buy the land across the street from the church and
clear it. He isnt sure what hell build there, but those trees
that grow there now dont serve any purpose.
Description: Logan is a fat, jowly man in his early
50s. He has a ready smile and a pleasant demeanor, and
shies away from fire-and-brimstone, preferring to focus on
peoples responsibilities as Christians. He has been married for over 20 years, but he and his wife have never had
children.
Storytelling Hints: The Reverend isnt a malicious
person, but he is greedy and self-righteous. Most of the
local leaders city council members, mayor and so on
attend his church and donate to his causes. He shies
away from political debates, wishing to keep his church
as broadly accessible as possible. The outdoors make him
nervous, though he isnt sure why, and he expresses this by
buying and building whenever possible.
Abilities:
Oration (dice pool 6) Reverend Logan gives a
good, if bland, sermon. Hes pleasant to listen to and rarely
challenges people to believe or think more than they
want.
Finance (dice pool 8) The Reverend is a skilled
financier, and it would take a lot of careful searching to
find that he had misappropriated any money.
E xpansion O pt ions
the
Profiteer
Suburbia
124
Secrecy
125
dont follow normal routines. A group of people walking
around in a neighborhood after dark raises eyebrows in
the neighborhood watch, meaning that the Uratha might
be followed or questioned by the local security force.
Residents of suburbia are often told to wave to or otherwise acknowledge strangers in their neighborhoods, just
to let them know that they have been seen and noted. A
werewolf pack claiming territory in suburbia needs to be
stealthy and well trained in blending in with humans.
A Note
on
Urhan Form
ing and support for the police swell, and, of course, the
story is picked up by the media and repeated far and wide
(which might well draw werewolf hunters to the area).
Citywide curfews may even take effect, and they are easier
to enforce in the suburbs than in the cities because there
isnt much nightlife anyway. In the end, there isnt an easy
way to resolve this situation, other than either leaving
the territory or avoiding any suspicious activity for several
months. In the suburbs, an ounce of prevention really is
worth a pound of cure.
Cult s
Story Hook
The Nak ed Circle
Boredom makes people do strange things.
In the tiny Los Angeles suburb of Happy Valley,
a handful of wealthy, lonely and bored people
formed a sex cult called the Naked Circle. All of
the members are married, and the cults laws
strictly forbid both partners in a marriage belonging to the cult. The Naked Circle is about primal,
animalistic need. The cults figurehead was, up
until recently, a man named Frank Pike. Pike was
at one point a gifted writer, but years of drug and
alcohol abuse dulled his mind until hes now only
Suburbia
Suburban Spirit s
126
Sample Conflict :
H omogeneit y
127
Locations, be they stores, playgrounds or even cities,
have spirits. These spirits, as mentioned on p. 266 of
Werewolf: The Forsaken, can grow in power by consuming spirits within the physical space the location represents. The suburbs have spirits, too, often resembling the
spirit of the city that the suburbs border with a few subtle
differences.
The suburb-spirit in question is hungry and ambitious, and wishes to consume all of the spirits within the
borders of the town. This is a monumental undertaking,
and requires finding and devouring every animal-, vehicle, building-, elemental- and ideological-spirit in the area.
Such an act would surely take years, if not decades, and
every gust of wind can bring in new spirits. The suburbspirit has a plan, however, and the humans in the area are
playing right into it.
Making the suburb resemble every other suburb allows a certain homogeneity in the spiritscape, which, in
turn, allows the suburb-spirit to draw power from a wider
base. In theory, if the suburb resembles the towns that
border it closely enough, the spirit could consume those
suburb-spirits as well, growing to the level of Minor God.
The assimilation of all of the minor spirits in the area
would still take time, but if the spirit could extend its Influence to every store (or, worse, every branch of a chain)
in that area, the spirit could conceivably devour any
spirit that ventured too near. In effect, the suburb-spirit
becomes a perverse combination of weed and predator,
spreading through the Shadow like kudzu and consuming
the spirits the suburb-spirit catches.
Of course, not every human being in the suburb is an
unknowing accomplice. People such as Justine Fowles and
Butch Bagrowski are actively working to keep the unique
facets of the area. Vandals such as Mike Lewis cause
destruction and chaos, shaking up the material world
The Suburb-Spirit
Depending on how powerful this spirit has
grown, it might take any number of forms. At
early stages, the suburb-spirit might look like a
normal human or animal resident of the suburbs,
but drool as though constantly hungry or possess an elongated maw or limbs, the better to
snatch spirits out of the air. A suburb-spirit that
has reached the level of Minor God might simply
blend in to the background in the Hisil, and communicate with Uratha by rearranging letters on
street signs, speaking through the mouths of
passerby or manipulating sounds such as wind,
the hum of insects or the background noise of
traffic.
The spirits ban probably depends on the
city in question a spirit representing a suburb
of Chicago is likely to have a very different ban
than that of a suburb of Orlando. The pack
might have to journey into the city itself to
learn the ban, research the history of the suburb
or find a spirit or werewolf who remembers
when the town was founded.
Suburbia
War Zone:
The Organ Pipe
Cactus National
Monument
Overview
About 550 square miles of land, give or take, the Organ Pipe Cactus National Monument was proclaimed in
1937 to protect and preserve the only region of land where
the organ pipe cactus and several other rare plants grow
naturally in the United States. Located in the Sonoran
Desert and sharing 30 miles of the United States-Mexico
border, the monument is a beautiful tourist attraction
in southern Arizona, and also an occasional destination
for American naturalists and botanists. A place of great
beauty, it is also the focus of great rage and pain.
Long arms of the organ pipe cacti eclipse the sun in
the spirit-reflection of the Monument, even though its rays
scorch every last inch of the ground. Small cacti and other
plants of all local varieties dot the landscape, and even
the tallest flora dont obscure vision of the horizon, many
miles away. Two of the tallest organ pipe cacti, also present in the real world, are loci of natural Essence. Each is
a paragon of its species, green arms towering into the pale
blue sky with needles sharp enough to pierce armor. As
someone approaches, they glisten with apparent deadliness, communicating threat effectively. From just beyond
the defending cacti, things look on from their positions
of safety, their attentions nervous and angry at the same
time.
Exploring the Shadow further reveals the tumult
there. Between the two loci, two spirit courts fight each
other for control of both. Bolts of pure Essence fly across
the no-spirits land, and some alliances shift as easily as
sand. At the same time, a new spirit of great power from
the southern border treads slowly across the Pipe Cactus
territory, burning any lesser spirit that refuses to swear to
it and leaving a trail of spirit-glass in its wake. In time, this
creature may force the warring courts into a temporary
allegiance against it.
Within the spirit park, only the Kris Eggle Visitor
Center stands as evidence that humans have ever stepped
here. Named for a Border Patrol agent killed by a drug
128
129
In
the
E yes
of
M an
M ore
on
Illegal Immigration
Werewolves
However beautifully cactus blooms rise to the sky,
they cannot conceal the chaos in the territory. Every pack
of the Forsaken Tribes recognizes that the region is trouble
and needs help. Nightmares bleed into the Hisil around
the territory. Spirits of fear congregate beneath the border
and spread out into the National Monument to the north
and Sonoyta to the south. Anger- and hate-spirits are not
as ubiquitous as those of fear, but are all too familiar to the
local Uratha.
Pure Tribes keep out of the Pipe Cactus territory for
the same reason that the Forsaken need to take it. The
spirits have had their own run for a long time, and they
dont want any interference from the People. Pure packs,
with their different perspective on the Shadow Realm
and its inhabitants, leave it to the spirits as part of their
diplomacy. The Forsaken cannot afford to let the spirits
continue unhindered, especially as their war is beginning
to cause casualties in the spirit world.
When a Forsaken pack moves into the Organ Pipe
Cactus National Monument, the spirits ignore the pack
until the werewolves act against the spirits interests.
Thats when all hell breaks loose. Aid comes in the form
130
of angry Pure, responding to requests from their spirit allies. Each day, more blood spills than the last, as Predator
Kings slay humans to complicate their foes lives and FireTouched launch vicious, visible attacks at every opportunity to scare the damnable Forsaken.
There is much to do.
Loci need to be controlled by the Forsaken; doing
so will limit the strength of the warring spirit courts and
reduce the size of the conflict. Of course, the spirits guard
their loci with as much strength as they can muster. Even
if they cant take the loci, the werewolves have a duty
to repair the devastation being caused by the war and
prevent more. Stopping the war is a very complex political
action, and unless the loci are permanently removed from
the spirits grasps, hostilities will eventually return.
In the south, a great spirit of flame chaotically ruins
everything it touches. The pack must learn the spirits
intentions and whether they can treat with it or it must be
put down. Other spirit courts there are not involved in the
war; if they are waiting to scavenger land and loci from
the weakened victors, things will only go downhill if the
war continues.
The southern loci, which fuel guilt and fear, reinforce themselves on the border. Not only must they be
destroyed an act sure to enrage many but the pack
must change the border conditions, or else the loci will
return. Though immigration is a longer-term concern, the
pack will eventually have to take a stance on immigration,
the Border Patrol and how to handle them. Whatever
choice the packmembers make will surely earn them some
enemies.
Pure Tribes wont stop harrying the territory without
cause. Forsaken may try to cut a deal with spirit courts in
the Pures territories, but it takes a great bargain or a lot of
wheedling to get most spirits to go against the Pure. Less
complicated is fighting the Pure directly and forcing them
to respect the packs strength but it may well be more
difficult, if not impossible. The local Pure are old and
mighty, and defeating them directly may be more trouble
than a new pack of Forsaken can handle.
Some Immigration Options
Any pack trying to claim the Pipe Cactus territory
eventually concerns itself with the immigration problem.
Some packs want to eliminate it completely, thus depriving the negative loci near the border of their source. Eventually, such an act would make it easier for the Forsaken to
curb those loci and eliminate them completely. Another
pack might encourage immigration, wanting to claim the
loci. After chasing off the many spirits that sip of the loci
daily, the werewolves would have immense power at their
disposal. For whatever purpose, a pack needs to shape the
regions immigration even as the packmembers deal with
nightly raids from the Pure and a Shadow war.
To do so, the werewolves must make an effort to manipulate both the local Border Patrol and the immigration
and drug efforts on the other side of the border. Making
131
the Border Patrol do what one wants might be as low-key
as becoming known to the locals and buying the agent a
doughnut while ones pack helps a Mexican family across
the border (or tears them to shreds and buries them). On
the other hand, it could be as intricate as giving the Patrol
valuable tip-offs on enough occasions to gain the agents
trust while simultaneously befriending the local anti-immigrant league and playing the two against each other
to achieve ones goals. In the long term, the pack can try
to influence locals to different ways of thinking, but few
locals actually live within the Pipe Cactus territory; other
werewolves, many Pure, would take fatal offense at any
such attempt.
Affecting the drug smugglers and coyotes requires
a different effort. Integrating with humans outside the
packs territory is hard, so the packmembers must instead
create consequences that forge the proper actions. One
potential tactic would be to close the border. A vigilant
pack could locate and rebuff (or kill) every drug mule and
immigrant smuggler who tries to enter the United States.
After a few months to a year, the National Monument
would acquire such a deadly reputation that the number
of people who tried to cross would drop immeasurably. In
turn, that would reduce the tension and soften the feelings of the Border Patrol, weakening the pools of negative
emotion and Essence.
Alternately, the pack can facilitate crossing, helping
the Mexicans evade capture. If no immigrants ever die or
fail, the regions reputation changes. First, without deaths
or frightening, hate-filled encounters, support for the pain
loci is reduced. Second, the region acquires a more positive reputation on the other side of the border, and illegals
no longer approach the journey with such nervousness.
Patrol agents may begin spreading other emotions around,
but embarrassment and shame arent as dangerous as murderous rage and guilt.
Keep in mind as players consider these options that
the Pure dont stop attacking and Shadow wars dont cease
just because the Forsaken are being humanitarian. If
anything, the Pure and the spirits take the opportunity to
ratchet the threat upwards.
Z ounds!
Ithaeur who investigate the territorys border may question what made the many negative
incidents there form loci instead of Wounds.
A close examination of the mystery can reveal
interesting story hooks:
A spirit wise in the way of pain and misery
shaped the emotions into wellsprings of Essence
instead of tears in the Hisil. Strangely, he is not
reaping the benefit of his work. Why not?
The geomantic placement of the nearby
loci (the Organ Pipe loci and the Visitor Center)
caused the layered negative Essence to erupt
outward instead of collapse inwards. If this arrangement can be studied and duplicated, future
Wounds could be prevented.
Each negative locus is founded on the body
of a Spider Host. The entity is barely alive, but is
sustained by an unknown force. What ritual did
this? Will killing the Host bring the locus crashing
down to become a Wound? And why is an Azlu
tied to the creation of a locus, of all things?
Wounds begin as loci. Only after it becomes
too powerful for the negative Essence to
continue pouring into the physical realm does
a negative-energy locus turn into a Wound
almost as stars become black holes. These loci
did not reach that level of strength before spirits
found them and began to drain the locis power.
But are they still gaining strength?
M oving
the Border
You can easily transport this territory to any place in
the world where sensitive conditions cause emotions to
run hot amidst dangerously escalating conflicts. Borders
are unnecessary, though they help to focus the ideologies.
Israel is an ideal choice. China and some of the nations
that broke away from the Soviet Union may also still have
quite tumultuous borders that may invoke a great deal
of tension among those nearby. Africa could play host
to any number of high-tension borders, or even outright
wars. Changing the names of the nations and locations
on either side of the border is easy. Any of these can be
good places to relocate the National Monument and its
troubles.
The characters in this section have mindsets and
motivations easy to translate. The Border Patrol agent
with a smoldering anger at the Mexicans becomes an
Israeli soldier whose siblings died in a Palestinian bombing or a Central African Republic border guard with a
grudge against the Democratic Republic of the Congo.
The vicious nationalist, instead of organizing a hate group
against immigrants, discriminates against his nations
neighbors. The smuggler knows how to cross into or out of
Uzbekistan without getting caught.
Supernatural dangers are likewise flexible. The
natural spirit lord has a mysterious backer; his Influence
may be based in local plant life, but he may be a sandspirit in Israel or a spirit of great apes in Africa, and his
spirit war is just as dangerous in China as it is in Arizona.
The Ivory Claw pack is still obsessed with the purity of its
bloodline, but the outside race is different. The Predator
Kings represent a local human tribe, present in the region
since time immemorial but still deprived of some ancient
or otherwise forgotten rights. The array of fear and hate
loci still mark the territorys border, and the dangers that
accompany them as well.
W hy D o They Want I t ?
(Feat ures and A dvantages)
132
133
tance, the shadow entities would surely gloat over their
success and spread. The Forsaken cannot allow such
behavior to go unpunished, and Bone Shadows are the
ones to do it. Blood Talons, on the other hand, are often
just looking for a good fight. And for any Talons from the
Sonoran Desert, the Organ Pipe Cactus National Monument is the front line. If they go there and earn glory, it is
good. If they fall defending the ways of the Forsaken from
encroaching spirits and the Pure, so be it. Blood Talons,
like the Storm Lords, may be willing to use the fear and
hate loci as a source of strength.
Wh y
Park?
Sample
Personae
Lucas Gemelo,
Border Patrol
Agent
A Quitovaquita
native, Lucas Gemelo
was only seven when
his Uncle Job, a Border
Patrol agent, had the bad
luck to catch a bullet in
his leg. The round shattered a bone, and the local doctor was neither skilled enough to fix it nor wise enough
to send the patient to a better doctor. When the bone
healed poorly and Job Gemelo realized that he would be
crippled for the rest of his life, he turned down a desk job
to resign from the Patrol, too overcome with self-disgust
and humiliation. Without any other relatives, there was
nothing for Job to do but move in with his sister Anita,
Lucas mother.
At his uncles knee, Lucas learned the dangers of
living so near the border. Desperate immigrants would
kill to enter America illegally so that they could earn
more money than they needed to survive in Mexico. Drug
smugglers would kill anyone who got in the way of their
foul trade and then sell their Mexican diseases-in-a-bag
to anyone with two dimes to rub together. It was, Job insisted, one of these who shot him in the leg and effectively
134
135
sen profession. Is it his fault that his childhood meanderings gave him such extensive knowledge of the area that
he can avoid any American patrol? Still, Eduardo is beginning to consider retiring from his nighttime profession on
his handsome nest egg. He could devote himself in full
to being a mechanic in his fathers garage, and he would
probably inherit it in a few years. It doesnt help that his
wife cant sleep for worry on nights when hes out.
Short and slim, Eduardos build lends itself equally
to creeping silently across the dusty ground and snaking
between a series of tractor parts to find and replace the
problem. Of his two professions, however, el ratn is much
better at the one that has earned him his nice nest egg.
Out with his friends, Vasconcelos is a rascal. He loves
practical jokes and gags, playing them on his comrades
whenever he can. He plays them on his wife and kids, too,
but with a great deal more restraint. After all, he has to
live with them.
Even before he started doing it for money, Eduardo
loved to cross the border as a game with the Patrol, running back across if they ever pursued him. If he quit now,
at 34, he might be able to content himself with long hikes
across the desert, but he isnt sure. Neither is he eager to
find out.
R andall Kubert,
Righ teous Nat ionalist
Randall J. Kubert, son of Robert Kubert, drank in
American supremacy and disdain with his mothers milk.
His father was a peripheral member of the Ku Klux Klan
not for whites, per se, but for True Americans in
northern Texas before the family moved west to Arizona
over some local scandal. Only three when the family
moved, Randall soon picked up the lingo and the ideology
from his father. At that rate, it was only a matter of time
before Randall started to express it.
Ajo High School, age 16. So upset about the special
treatment the school gave to the Mexicans, even those
who werent citizens, he brought a gun to school and
threatened one of the Mexican clique leaders. During his
suspension, his father told Randall something that stayed
with him forever, The spics aint going to play by the
rules or on top of the table, son. If you do, youll just make
it easier for them. Taking his lesson to heart, Randall got
himself on the student body council. Few people knew it,
but he was the one making homecoming and prom hell for
the Mexican students, with a few well-placed suggestions
and simple decoration choices.
Now in his early 40s, Randall Kubert owns a local
construction company and grouses about his beer gut in
Ajo, Arizona, a short 30 miles from the border. His father
died of a heart attack at 60, and though Randall knows he
should watch his diet, he can never stop himself from eating what he wants. Losing some of his dirty blond hair on
top and fearing a double chin, he does his best to ignore
E xpanding
the
Territory
On All Sides
(Potent ial Threat s)
King Spine, Spirit Lord
Blunt Spine was the first name he remembers hearing
applied to him. His were the thin needles of the cactus,
those that were not yet completely formed or had failed
to grow correctly and so were too soft to puncture skin.
He could not protect the cactus. Blunt Spine was the
epitome of useless matter, a waste, and it rankled him. So,
he decided, if he were too weak and useless to defend the
cactus, he would betray it instead.
Today, Blunt Spine has become King Spine. He
passed through four other incarnations to get there (Little
Spine, Tallest Spine, Great Spine and Strong Spine)
before he destroyed the lords popularity with both its liege
and its followers to take the office of King Spine, ruler
of the local court. King Spine keeps his court in line by
136
playing them against each other. He creates additional positions and appointments at whim so that the lesser spirits
can fight for them, allowing them to waste their energy on
each other instead of on him. He enjoys watching their
squabbling, especially when they conceive new reasons to
fight without his artifice.
The spirit lord rarely takes on any anthropomorphic
aspect. Though he refers to himself as male, King Spine
rarely appears as anything other than an acre-wide mass of
prickly pear cactus plants surrounding a shadowed organ
pipe cactus that blocks out the spirit-sun no matter where
one stands. In order to approach him, members of his
court must tread through 30 yards of spine-ridden cacti;
the favor in which King Spine holds one directly influences how painful that approach is. When he must appear
as a man, King Spine takes the form of a regally dressed,
shapely man of unnaturally perfect symmetry, the only
indication of his affinity the hair of cactus spines brushed
elegantly back on his head.
His subjects, when certain of their privacy, oftentimes
share rumors that he has an unknown benefactor. Some
remember their liege from when he was the weakest of
spirits, and they recall that he spent much time away from
the court consorting with unknown creatures. They whisper that he might owe his meteoric rise to those spirits, or
their master. When might he pay that debt, and how do
those unknowns still influence the court lords actions?
Envoys from fire and sun courts have noticed King Spines
slight on Helios, and some of his subjects believe he may
have support from someone powerful enough to deflect
any real retribution from that source.
King Spine rules one of the two cactus loci strictly.
Though it feels awkward to his subjects, there are seven
books of law governing the locus regulation. They are all
presumably penned by the King on stone and stored in
a small, dark cavern beneath the spiritual cactus fields;
King Spine uses them to ensure that none but he and
his favorites in court can access the Essence at will. King
Spine wants to add the other locus to his domain, but
the spirits that frequent it have refused his invitations to
become subjects and resisted his initial attempts at forcing
their subjugation.
For that reason, King Spine began a spirit war. His
subjects dig trenches in the spirit world and launch assaults at whomever holds the other locus, and every day
more spirits fail to reform after destruction. Any spirit
whose Influence could affect the outcome has been
wheedled toward one side or another, or press-ganged if
they are weak enough. The number of spirits involved
escalates daily, despite the deaths. For the time being,
the devastation is still contained in the region between
the two cactus loci, though it will not be long before the
entire territory (and beyond) is embroiled within the
Shadow war.
Forsaken who have just taken the territory find the
spirit population surprisingly active; the Forsaken dont
137
take long to realize they straddle a war in the Hisil. The
battles are devastating to the local shadow landscape.
They eventually spill over into the physical realm, as
spirits do battle through human and animal hosts and the
spirits deaths change the resonance and make the region
less fertile; the spirits may even drain the beneficial cactus
loci to the dregs in an effort to win their control. Mitigating this disaster without appearing vulnerable to the
nearby Pure is necessary to prevent a complete desolation
that might drain the vitality of life in the Monument or
even create Barrens in the territory.
Allying with King Spine (secretly, of course) to help
him take the other locus would earn the Forsaken his
friendship, and the King would probably agree to help
rejuvenate the spirit world after the war. But King Spine
would not respect the werewolves, thinking them easy
marks, unless they drove a hard bargain. And if they
betrayed him, finding a way to slip control of both loci out
of his grasp, the King would be sure to swear revenge. His
cactus court would hide among the territorys spirit wilds
and strike out at the pack whenever possible. Denying
the Kings subjects permission to enter the physical world
through their locus is another good way to attract King
Spines ire and bring the force of a court already armed for
war into the werewolves physical territory.
Rank: 3
Attributes: Power 8; Finesse 9; Resistance 5
Willpower: 1 3
Essence: 1 5 ( 20 max)
Initiative: 1 4
Defense: 9
Speed: 1 7
Size: 8
Corpus: 1 3
Influences: Plants , Law
Numina: Blast (Cactus Spines), Chorus, Discorporation,
Materialize, Material Vision, Plant Growth*, Reaching,
Sense Weakness*, Wilds Sense
Ban: Unknown
*As the Gift; King Spine can also teach the appropriate
Gift.
ion. Their blood is a rare and precious thing, and the Masters claim that their ancestors have been sowing it in this
region since the fall of Father Wolf. Humans who share
this blood (and there are many) but are not worthy of the
First Change are not pure enough, but they make good
breeding stock. Blessed-by-Ice plays subtle games with the
townsfolk of Ajo, manipulating whom loves whom, even
getting an unlikely couple drunk to encourage breeding.
All to make better breeding partners for the pack.
Only a Masters blood is pure enough, in the eye of
the pack, to be allowed into the Ivory Claws tribe. Aaron
goes so far as to say any without their blood should be
killed after the First Change, but he grudgingly accepts
that he doesnt have the resources to purge the worlds
werewolves. But the Masters family line has some specific
genetic traits all of which the packmembers show
that Blessed-by-Ice considers signs of good breeding.
And with this family, breeding is everything.
Aaron and his siblings go to great lengths to protect their eugenic efforts and their perfect bloodline. In
Ajo, people of Mexican descent disappear with alarming
frequency. Their families have little recourse: significant
portions of the police force and judicial system learned
their values from the packs twisted version of the Ivory
Claws credo. The Masters family, still living on old
money, sponsors an anti-immigration program much less
crude and absurdly nationalistic as Randall Kuberts. The
Racial Purity Group serves as a local political lobby to
reduce the permeability of the borders through existing
and legal means.
And, when necessary, the pack runs south for a night
and kills new immigrants, legal or illegal.
Though the population of people of Mexican descent
in Ajo remains high, there are few who dont know not
to mix with the Masters, or with white people in general.
And those of Mexican descent definitely dont get romantically involved with the Masters or white people.
Blessed-by-Ice can become the Pipe Cactus packs
enemies over any number of tiny slights, as if being
Forsaken and of bad blood werent enough. Encouraging
immigration, even indirectly, is a direct threat to the Masters bloodlines. After all, new Mexicans are worse than
the old Mexicans, since new Mexicans wont know the
rules of living in Ajo, where some are sure to settle. An
immensely greater offense is a werewolf of the Forsaken
(or any nonMasters, really) mating with one of the humans claimed by Blessed-by-Ice. Discovery of such an act
spells instant death for the human (even if no child was
conceived, a human with such poor judgment would do
it again) and a crusade for the werewolfs death. Nothing
else is acceptable.
Build members of Blessed-by-Ice with 515 experience points above the characters, unless the players pack
is supposed to be an experienced group.
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139
members should be made with about 50 additional experience points.
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Defense: 1 3
Speed: 3 4
Size: 6
Corpus: 1 7
Influences: Fear
Numina: Blast (Phantasmal Faces Twisted in Horror), Chorus, Claim, Fetter, Gauntlet Breach, Harrow, Materialize,
Material Vision, Omen Gazing*, Wilds Sense
Ban: Unknown
*As the Gift, which Shadow-Garbed can also teach.
Black Fire,
Inexperienced Firestorm-Spirit
For many decades, the great loci of fear and hate went
undiscovered by the eyes of spirit or Uratha. When someone did first find the loci, it was Sand-Doused Campfire, a
morose little spirit that had been the runt of every spirit
court the spirit joined. Unhappy but not ambitious enough
to fight for more power, Sand-Doused Campfire wandered
away through the Sonoran Desert. Pure happenstance led
the spirit to the powerful loci, where, spying unsullied and
unclaimed Essence, the least spirit gorged.
It remembers little of that time. Black Fire now
guesses that it lost control and consumed as much of the
Essence as it could, as its fiery nature drove it to do. As it
fed, Black Fire moved from locus to locus, growing as it
absorbed huge quantities of untouched Essence. The spirit
suspects that it may have drained one or two of the first
loci it came upon completely and reduced the strength
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Territories
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